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V-Ray 6.2 does not have Bump to Glossiness Map

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  • V-Ray 6.2 does not have Bump to Glossiness Map

    "Bump to Glossiness Map" is missing from the V-Ray 6.2 new features list.
    Is Bump to Glossiness Map only accessible from "TexBump2Glossiness" of VRayPluginNodeTex?

    Well, that's enough.
    https://docs.chaos.com/display/VMAYA...ump2Glossiness

    OakCorp Japan - Yuji Yamauchi
    oakcorp.net
    v-ray.jp

  • #2
    Originally posted by flat View Post
    Is Bump to Glossiness Map only accessible from "TexBump2Glossiness" of VRayPluginNodeTex?
    In 3ds Max, yes.
    Aleksandar Hadzhiev | chaos.com
    Chaos Support Representative | contact us

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    • #3
      Originally posted by flat View Post
      "Bump to Glossiness Map" is missing from the V-Ray 6.2 new features list.
      Is Bump to Glossiness Map only accessible from "TexBump2Glossiness" of VRayPluginNodeTex?

      Well, that's enough.
      https://docs.chaos.com/display/VMAYA...ump2Glossiness
      eheh, crafty!
      Lele
      Trouble Stirrer in RnD @ Chaos
      ----------------------
      emanuele.lecchi@chaos.com

      Disclaimer:
      The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

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      • #4
        Hmmm...it's been pretty well covered in V-Ray Maya, but quiet in max.

        OakCorp Japan - Yuji Yamauchi
        oakcorp.net
        v-ray.jp

        Comment


        • #5
          We haven't gotten to developing it for Max yet.
          The pluginNodeTex in fact lacks one key port, and doesn't seem to work.
          Lele
          Trouble Stirrer in RnD @ Chaos
          ----------------------
          emanuele.lecchi@chaos.com

          Disclaimer:
          The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

          Comment


          • #6
            It seems like a low priority for porting. max users don't request it?
            At any rate, we look forward to an official port in the future.​

            OakCorp Japan - Yuji Yamauchi
            oakcorp.net
            v-ray.jp

            Comment


            • #7
              Originally posted by flat View Post
              It seems like a low priority for porting. max users don't request it?
              At any rate, we look forward to an official port in the future.​
              Yep, we got no requests for it yet.
              It is planned, however, and we are being read by the right people.
              Lele
              Trouble Stirrer in RnD @ Chaos
              ----------------------
              emanuele.lecchi@chaos.com

              Disclaimer:
              The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

              Comment


              • #8
                After seeing the Maya version +1 for it please

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                • #9
                  I've a question just a little bit off-topic compared to the original post.

                  What's the actual reason for this? I mean, why a "bump map" should be in the real life become a glossiness attenuator?
                  Because the lower part of a bump is less exposed to physical wear and due to this is less glossy?

                  Comment


                  • #10
                    Originally posted by bardo View Post
                    I've a question just a little bit off-topic compared to the original post.

                    What's the actual reason for this? I mean, why a "bump map" should be in the real life become a glossiness attenuator?
                    Because the lower part of a bump is less exposed to physical wear and due to this is less glossy?
                    this map will help fixing the issue of changing glossiness when you view the object from far distance due to the bump map filtering /mipmapping , check this video for more info :
                    https://www.youtube.com/watch?v=uASA...ixarsRenderMan

                    There was a huge discussion about this issue here and corona 11 just fixed yesterday : )) :
                    https://forum.corona-renderer.com/in...?topic=38682.0
                    -------------------------------------------------------------
                    Simply, I love to put pixels together! Sounds easy right : ))
                    Sketchbook-1 /Sketchbook-2 / Behance / Facebook

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                    • #11
                      Here is some interesting data... This also applies to the discussion about how much Blur to apply to textures. Because it is very different between The Max Bitmap Node and the VRayBitmap node. I mean VERY different...

                      Max Bitmap Blur blurs the texture in world space, blurring more based on the distance from the camera:
                      Click image for larger version  Name:	image.png Views:	0 Size:	527.3 KB ID:	1196343
                      Blur 0.01 Blur Offset 0 Max Bitmap (Above)

                      Click image for larger version  Name:	image.png Views:	0 Size:	1.01 MB ID:	1196344
                      Blur 10 Blur Offset 0 Max Bitmap Pyramid Filtering (Above)

                      Click image for larger version  Name:	image.png Views:	0 Size:	1,010.2 KB ID:	1196345
                      Blur 10 Blur Offset 0 Max Bitmap Summed Area Filtering (Above)

                      ​​
                      Max Bitmap Blur 0.01 Blur Offset 0.2 Pyramid (Above) Note blur offset blurs the texture in 2d space before applying it. So it is soft close to camera as well.

                      Click image for larger version  Name:	image.png Views:	0 Size:	1.06 MB ID:	1196346
                      VRayBitmap Blur 50 Blur Offset 0 Sharp Isootropic (Above). Note first that a blur of 50 is required to get close to Max blur of 10. Note this also appears to blur in 2d space ??? Or raster (screen) space ???
                      Attached Files
                      Last edited by Joelaff; 01-12-2023, 04:04 PM.

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                      • #12



                        VRayBitmap Blur 10 Blur Offset 0 Isotropic (Above). This old Isotropic (not Sharp Isotopic) appears closest to Max's bitmap behavior.


                        VRayBitmap Blur 0.01 Blur Offset 0.2 Isotropic (Above). This old Isotropic (not Sharp Isotopic) still appears closest to Max's bitmap behavior. Blur offset blurring in 2d space.


                        VRayBitmap Blur 5.0 Blur Offset 0.0 Elliptical (Above). I think this is likely the best bet overall (with less blur of course). Note I had to reduce the blur amount.


                        So there are a number of different samples. That texture is a grid image (not the checker procedural).

                        Some observations.
                        • The Max bitmap and the VRay on the old Isotropic seem to blur more with distance (which causes some of what the Bump to Glossiness Map is supposed to solve, but also reduces distant crawlies in animation).
                        • Blur offset (like the Max docs say) blurs in 2d texture space (like pre-blurring in PS).
                        • Sharp Isotropic in VRayBitmap does not have much softening in the distance, which may be worse for animations, but is likely better for stills.
                        • To my eye Elliptical looks like the best balance, but it will require adjusting your shaders because the change is so different that the look could be altered. Best to set this when you create the VRayBitmap node so all tweaking is based on your chosen filtering method. Summed Area on Max Bitmap also looks nice.
                        • The different filtering methods require manual tweaking of the blur and blur offset amounts, and likely of other portions of the shader (esp glossiness).
                        • I hadn't realized just how different Max Bitmap is from VRayBitmap.
                        • YMMV
                        ​​

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                        • #13
                          Wowkay that explains a heap. Can this be implemented pretty please.
                          A.

                          ---------------------
                          www.digitaltwins.be

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                          • #14
                            It is annoying that the blurs don't match in strength between the various filter techniques, as it makes it difficult to test different techniques without simply noticing that the other filter "messed it up" because the blur is so different that something got too soft or too sharp and ruined the shader.

                            I know I did get artifacts with elliptical one time, but I think I reported that and it was fixed. This was right after they added it. Still thinking I will make all new shaders with Elliptical on as the starting point.

                            Comment


                            • #15
                              Yes, please add my vote for this as well. So if I understand correctly, the workaround, until a better approach is implemented, is to lower the bump map texture Blur amount to 0.1-0.01?
                              Aleksandar Mitov
                              www.renarvisuals.com
                              office@renarvisuals.com

                              3ds Max 2023.2.2 + Vray 7 Hotfix 1
                              AMD Ryzen 9 9950X 16-core
                              96GB DDR5
                              GeForce RTX 3090 24GB + GPU Driver 566.14

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