Meowx Posted November 21, 2009 Posted November 21, 2009 Alright, I've had this pop up a couple times now. Bump maps (and normal maps) change DRASTICALLY from patch to patch. Anyone know what causes this? Normals are all facing the same direction. Quote
Admin Rodney Posted November 21, 2009 Admin Posted November 21, 2009 Can you 'Consolidate' and share an example project file with us? Quote
Admin Rodney Posted November 21, 2009 Admin Posted November 21, 2009 From what I can tell, the problem is in your second image in the decal. Adjusting that will resolve the uniformity problem. At a guess I would suggest the image isn't a proper Normal Map. Changing the decal type from 'Normal' to 'Bump' 'Displacement' considerably lessens the adverse effect. Edit: Displacement can produce some pretty interesting cloth effects. The artifacts point back to problem areas in the image. Quote
Admin Rodney Posted November 21, 2009 Admin Posted November 21, 2009 As an example... Here is a substitute Displacment Map image (everything is mid gray) yielding no adverse effects. Quote
Admin Rodney Posted November 21, 2009 Admin Posted November 21, 2009 Here is the color map also used as a displacement map (from 0 to 600+ percent). Minor artifacts seem to indicate a few trouble areas in the color decal image. displacedcloth.mov Quote
Meowx Posted November 21, 2009 Author Posted November 21, 2009 Yeah, this is how I solved the problem before - the displacement map doesn't seem to share the problem. How much more processor intense is it to render with a bunch of displacement maps, tho? Quote
Hash Fellow robcat2075 Posted November 21, 2009 Hash Fellow Posted November 21, 2009 At a guess I would suggest the image isn't a proper Normal Map. Yes. A normal map is a color image with different color channels storing the angle of the "normal" at each pixel. Almost impossible to paint one by hand. I'm surprised the gray map did anything! There was a tut found on here a while back that showed how to extract a normal map from photos of real object but it depended on the objects being all white. Quote
Meowx Posted November 21, 2009 Author Posted November 21, 2009 Using it as a bump map produces the exact same result, tho... edit: orr.... not. Hm, that's odd; when it happened before it would do the exact same glitch with bump or normal, but not with displacement. Quote
Hash Fellow robcat2075 Posted November 21, 2009 Hash Fellow Posted November 21, 2009 Proper Normal maps are quite festive looking things like the top image in Holmes' post here Quote
Meowx Posted November 21, 2009 Author Posted November 21, 2009 Yeah, I'm looking into proper normal maps now and it's pretty cool stuff. And after further testing, the bump map STILL does the same thing - just at certain angles: Quote
Hash Fellow robcat2075 Posted November 21, 2009 Hash Fellow Posted November 21, 2009 Yeah, I'm looking into proper normal maps now and it's pretty cool stuff. And after further testing, the bump map STILL does the same thing - just at certain angles: I don't see any patch lines on that Quote
NancyGormezano Posted November 21, 2009 Posted November 21, 2009 Just checking...(I changed normal to bump in your sash project) Are you viewing with Render lock (green button) ON screen (which looks bad and is not how it will render) as well as Render mode (blue button - which looks good to me and is how it will final render based on whatever settings you have in your render dialog? Quote
mtpeak2 Posted November 21, 2009 Posted November 21, 2009 Use the legacy bump, though you will have to set the percentage much, much higher to get the look you are after. I tested the legacy bump and did not see the issue you are having, I did with the regular bump. There seems to be an issue with the regular bump, I would send it to A:M reports. Quote
Meowx Posted November 22, 2009 Author Posted November 22, 2009 Alright, I submitted a report. Rob, check out the left side of that image. Nancy, yeah unfortunately I am using the blue button (the Q key) and getting those screenshots. Legacy bump and displacement maps seem to be completely free of this bug. Thanks for all the help so far guys!! Quote
Hash Fellow robcat2075 Posted November 22, 2009 Hash Fellow Posted November 22, 2009 I see dark purple on very dark purple on dark bluish-green. Quote
Hash Fellow robcat2075 Posted November 22, 2009 Hash Fellow Posted November 22, 2009 It would look fine if it weren't for those flashing white lines. Get rid of those and you'll be set! Quote
Meowx Posted November 22, 2009 Author Posted November 22, 2009 man I knew I shouldn't have used animated gifs as textures Quote
Meowx Posted November 25, 2009 Author Posted November 25, 2009 All right, this is still popping up and I've discovered that it's not actually the maps. No color map here, just bump. I was having problems getting the belly button to work (it sits right on a CP) and found some of the surrounding patches to have the same problem. However, after removing ALL maps... The glitch was still there. Much less noticable, but you can especially see it on that bottom spline. I'm at a loss here. The normals are correct. There are no bias adjustments. I tried removing the CPs from ALL groups, and got the same result. Any ideas? Quote
HomeSlice Posted November 25, 2009 Posted November 25, 2009 The only other thing I can think of is to start breaking splines and re-attaching them. Maybe one got routed a funny way or maybe duplicate splines were created at some point. Quote
Meowx Posted November 25, 2009 Author Posted November 25, 2009 I was considering doing that, but won't that destroy any decaling/CP weighting/smartskinning associated with those CPs? Quote
HomeSlice Posted November 25, 2009 Posted November 25, 2009 I was considering doing that, but won't that destroy any decaling/CP weighting/smartskinning associated with those CPs? Probably. You should do it on a copy of the model. Quote
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