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Inverting a bump texture that has UV tiling disabled produces borders around the texture

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  • Inverting a bump texture that has UV tiling disabled produces borders around the texture

    I have a texture that I want to use as a bump map. I need it to be a decal so I disabled the U & V Tiling in the texture's Coordinates tab. Since the B&W colors of that texture are the other way around, I also needed to swap them with an Output map that has the Invert option enabled. And here comes the issue. If I invert the texture's colors and have the U & V tiling in the texture disabled at the same time, a border appears around the texture in the rendered image. This doesn't happen with the CPU render engine. Please see screenshots below.

    Click image for larger version

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ID:	1130487Click image for larger version

Name:	Vray_GPU_bump_invert_non_tiling_texture2.jpg
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Name:	Vray_GPU_bump_invert_non_tiling_texture3.jpg
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    Attached Files
    Aleksandar Mitov
    www.renarvisuals.com
    office@renarvisuals.com

    3ds Max 2023.2.2 + Vray 7
    AMD Ryzen 9 9950X 16-core
    96GB DDR5
    GeForce RTX 3090 24GB + GPU Driver 565.90

  • #2
    There must be another factor for reproducing the issue since it works fine with the two mentioned (tested both pre and post hotfix). Could you attach the scene here or send it via the contact form so we can take a look?
    Aleksandar Hadzhiev | chaos.com
    Chaos Support Representative | contact us

    Comment


    • #3
      Hi Aleksandar,
      No problem. Please find attached the simplified Max file.
      Attached Files
      Last edited by Alex_M; 17-11-2021, 05:46 AM.
      Aleksandar Mitov
      www.renarvisuals.com
      office@renarvisuals.com

      3ds Max 2023.2.2 + Vray 7
      AMD Ryzen 9 9950X 16-core
      96GB DDR5
      GeForce RTX 3090 24GB + GPU Driver 565.90

      Comment


      • #4
        Thank you. There seems to be a difference in how CPU and GPU handle the background of non-tiling bitmap. In GPU, the diffuse color is always used, whereas CPU seems to adapt and set it to white (when inverting). I am not entirely certain which behavior is correct; I'll ask the devs and write back. However, I did figure out a workaround - inverting the texture through a VRayCompTex (set to Difference) by combining the texture with a white VRayColor. This makes the background white as well, eliminating the issue.
        Aleksandar Hadzhiev | chaos.com
        Chaos Support Representative | contact us

        Comment


        • #5
          Thanks for the thorough explanation! I will be using this clever workaround until then.
          Aleksandar Mitov
          www.renarvisuals.com
          office@renarvisuals.com

          3ds Max 2023.2.2 + Vray 7
          AMD Ryzen 9 9950X 16-core
          96GB DDR5
          GeForce RTX 3090 24GB + GPU Driver 565.90

          Comment

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