Originally posted by dgruwier
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propery way to set up camera distance based bump/normal effect
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always curious...
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You know the options now, so pick what works best for you.
That being said, you could create a very fast render layer with no lights or reflections, using the Extra Tex element like I mentioned earlier, then just have that running in the IPR while you make your tweaks. That way you can see the exact bump multiply value across the entire image, for every object at the same time, and (most importantly I'd argue) you can actually see the bump itself. If you just have that running constantly, there's nothing to kick off.Last edited by dgruwier; 28-06-2018, 02:05 AM.
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Originally posted by jasonhuang1115 View Post[USER="192139"]
I also came across an approach here (https://jdbeals.com/tutorials/camera...-bump-mapping/) and with that, I was able to see the Bump Mult value changing in UI as pull camera close/away from the character, something I couldn't visualize with VRayFalloff until I IPR the scene. It works when I test it but again need to figure out a way to scale up for my scene that has multiple shaders and camera switch at the end.
Do let us know how things turn out at the end, I'm curious.
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Originally posted by dgruwier View PostYou know the options now, so pick what works best for you.
That being said, you could create a very fast render layer with no lights or reflections, using the Extra Tex element like I mentioned earlier, then just have that running in the IPR while you make your tweaks. That way you can see the exact bump multiply value across the entire image, for every object at the same time, and (most importantly I'd argue) you can actually see the bump itself. If you just have that running constantly, there's nothing to kick off.always curious...
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Originally posted by yolov View Post
That's an interesting approach.
Do let us know how things turn out at the end, I'm curious.
Also, is this setup gonna be obsolete if I use displacement map instead?always curious...
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Originally posted by jasonhuang1115 View PostAlso, is this setup gonna be obsolete if I use displacement map instead?
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