NOTE: This is a re-post of some info I discussed on the skype channel so it won't get lost. It's a little unorganized
Currently, there is an issue with bumps losing detail. It looks like a loss of precision on small values or clipping issue, but I'm not sure. I've come up with a workaround/hack, which may be helpful to others.
WORKAROUND:
What I do is multiply the material bump amplitude by 10 or 100 (eg. if it was 1mm bump, I set to 10mm or 100mm). I then set my texture's "High" value to 10 or 100 times smaller (so 10% or 1%). This should make the bump height look the same as before, but the details won't get lost.
If your bump is a procedural texture, you can add a constant layer above it in the shader tree, with value set to 10%, and blend mode = multiply
EXAMPLE:
This example was a test I posted in the skype chat, with v-ray noise plugged into a triplanar.
LEFT image: On the left you can see the problem I'm talking about. The vray material has bump amplitude set to 1mm. There should be an even bump all over the surface, but instead some parts (eg. near the middle specular highlight), are losing lots of detail, so you get "bald spots"
RIGHT image: On the right I'm using the workaround. Since it's a procedural, I added a constant layer, effect = bump, value = 10%, blend mode = multiply. Then I set the bump amplitude to 10mm. The bump looks a little strong in this image, but you can see its even everywhere. No bald spots
RIGHT image: Here is another test using lower values in the texture. You can see the details don't get lost. There are no uneven bald spots anywhere
Currently, there is an issue with bumps losing detail. It looks like a loss of precision on small values or clipping issue, but I'm not sure. I've come up with a workaround/hack, which may be helpful to others.
WORKAROUND:
What I do is multiply the material bump amplitude by 10 or 100 (eg. if it was 1mm bump, I set to 10mm or 100mm). I then set my texture's "High" value to 10 or 100 times smaller (so 10% or 1%). This should make the bump height look the same as before, but the details won't get lost.
If your bump is a procedural texture, you can add a constant layer above it in the shader tree, with value set to 10%, and blend mode = multiply
EXAMPLE:
This example was a test I posted in the skype chat, with v-ray noise plugged into a triplanar.
LEFT image: On the left you can see the problem I'm talking about. The vray material has bump amplitude set to 1mm. There should be an even bump all over the surface, but instead some parts (eg. near the middle specular highlight), are losing lots of detail, so you get "bald spots"
RIGHT image: On the right I'm using the workaround. Since it's a procedural, I added a constant layer, effect = bump, value = 10%, blend mode = multiply. Then I set the bump amplitude to 10mm. The bump looks a little strong in this image, but you can see its even everywhere. No bald spots
RIGHT image: Here is another test using lower values in the texture. You can see the details don't get lost. There are no uneven bald spots anywhere
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