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Hmm, good question. I don't think there is a way to do it right now - perhaps we would need to add a bump slot to VRayDirt; or alternatively, a bump texture that can be used to apply the bump before calculating other textures. Which one do you prefer?
@Vlado - with option 2, would this be a new texture node which we apply into the bump slot of our shaders ? BitmapTexture > "NewNode" > BumpSlot ? So would it work for a standard render as well (same as bumps look right now) as well as an AO render (either a render layer override or an ExtraTex) ?
I usually assign (AO) render-layer override with vRayDirt into a Light material as a material override , so in the case of option 1, if I have many materials assigned to various geo objects - would I have to assign a VRayDirt with the (related) bump map (into its shader) to every geo object ?
Hmm, good question. I don't think there is a way to do it right now - perhaps we would need to add a bump slot to VRayDirt; or alternatively, a bump texture that can be used to apply the bump before calculating other textures. Which one do you prefer?
Best regards,
Vlado
I'm no programmer, but would there be a way to grab the bump normals buffer and use it in the AO computation? Mental Ray seems to be working in that way. So this way, whenever a VrayDirt node is used, could there be a checkbox in it to consider texture normals? It would pull the data based on a particular render layer, so that the bump you would expect to see assigned is being considered? Rather than have to re-create a bunch of bump assignments, it would thus look at what is already in place. I hope it makes sense.
And would that slow down the render much?
Last edited by freedomfries; 23-01-2015, 01:02 PM.
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