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  • Bump Delta Scale

    Hi my first post in forums after using vray for years.

    Have any of you Max users tried the Maya version and or the C4D version? If so there is an amazing feature in the materials settings called "Bump Delta Scale". Is there a feature in Max that replicates this? If so where can I access it. If you have never seen the what a great addition this is look at this page at the visual examples of the regular bump and the bump delta scale feature. It takes the regular "CG" looking bump and pushes it to new levels.

    http://nphysx.blogspot.ca/2012/12/vr...sg-part01.html

    If not, this is a question for the dev team, when can we expect to see this awesome feature in Max. It is very powerful and I am missing it in my workflow now and would love to have it soon if possible.

    Thanks a lot.

  • #2
    Interesting blog, thanks!
    CGI - Freelancer - Available for work

    www.dariuszmakowski.com - come and look

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    • #3
      Originally posted by deedee79 View Post
      Is there a feature in Max that replicates this?
      You can adjust the "Blur amount" for textures used for bump mapping (those that have it, at any rate). It's not exactly the same thing though.

      We can add it as part of the "VRayColor2Bump" texture though.

      Best regards,
      Vlado
      I only act like I know everything, Rogers.

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      • #4
        That would be amazing if you could add that! I will be doing a CG robot character that could benefit greatly from a micro scratch on the surface and even taking the filter to 0.01 isn't giving the same results as the bump delta scale in Maya.

        Thanks so much!

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        • #5
          I thought texture filtering is better to be turned off completely anyway, because V-Ray's image sampler takes care of that (and at much higher quality than Max's own samplers). Am I wrong?

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          • #6
            Originally posted by Laserschwert View Post
            I thought texture filtering is better to be turned off completely anyway, because V-Ray's image sampler takes care of that (and at much higher quality than Max's own samplers). Am I wrong?
            It depends; in general it is not a good idea to turn off filtering completely, especially if you use e.g. tiled OpenEXR files it will cause the most detailed mip-map level to be loaded, thus increasing RAM usage. Also, it increases the work that the image sampler must do - you need more samples for a smooth image.

            Best regards,
            Vlado
            I only act like I know everything, Rogers.

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            • #7
              I see... thanks for clearing that up

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              • #8
                Originally posted by vlado View Post
                It depends; in general it is not a good idea to turn off filtering completely, especially if you use e.g. tiled OpenEXR files it will cause the most detailed mip-map level to be loaded, thus increasing RAM usage. Also, it increases the work that the image sampler must do - you need more samples for a smooth image.

                Best regards,
                Vlado
                Ah ha, interesting Vlado,
                I took the habit to uncheck the filtering maps in the global output, it gives me much better looking crisp renders.
                It's true that it takes time, but I would say, the same way as going with BF or high subdiv everywhere else.

                Do you still think it's better to turn it on and try to keep the filtering of on the textures that need to be crisp at render time?
                When you say that it changing a lot in ram usage and render time, I know it's always depending of the scene, but is it more like 110% render time or really a huge difference like 2 or 3 times the ram/render time?
                If it's 10% difference, I think it's still better to keep it of and have the computer working more I me working less

                Thanks

                Stan
                3LP Team

                Comment


                • #9
                  Originally posted by Laserschwert View Post
                  I thought texture filtering is better to be turned off completely anyway, because V-Ray's image sampler takes care of that (and at much higher quality than Max's own samplers). Am I wrong?
                  It is with textures that have transparency (ie leaves, foliage etc...) - otherwise V-Ray will take forever with light cache and you'll get black haloes...
                  Maya 2020/2022
                  Win 10x64
                  Vray 5

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