Take a look at this example, why is this procedural texture rendering too smooth on the bump channel? That’s not working as expected. If you connect it into the displacement channel, it is rendering properly.
We should have a pretty close representation of this texture on both channels.
Is there some parameter I’m missing in order to make it work properly?
I think the issue is that your noise texture has too much contrast in it. Both, displacement and bump loves smooth transitions between high and low values, but the former can still produce usable, albeit sub-optimal results with super contrasty textures, while the latter can’t do that. It’s the nature of bump mapping.
As for the projection issue, i think it’s your mapping at fault, not Corona. It looks that currently your object has simple planar mapping. Give the cookie proper UV unwrap and it should render just fine.
You can also try reducing the Delta value in the noise. For high-frequency noise bumps, a Delta value at the lower end sometimes makes a huge difference.
Hey thanks for you time. It seems to be none of them, sorry. The Delta parameter is responsible for the bump details, I didn’t know about it. Credits to ficdogg.
For the projection issue, it doesn’t make any sense to have UVs for procedural textures, as far as I know, that’s the advantage of them. Material tags should be ignored when using texture projection in the space parameter. At least that’s what the docs say. Also, the projection is working perfectly for the displacement. Some weird behavior happens to the bump channel once we are using the same projection for both.
For perfectionist, just bump is just a bitter tasting fake so maybe corona/Normal shader can help you a bit more, since it takes light direction into account.
btwdo you have any reference you need to comply to or just cruising?
here’s continuation w/o displacement and reference as I imagine it to be good enough, idk…
Yes I agree, I’m going to experiment with the normal shader, I didn’t know I could connect procedural textures to it. These examples that I provided were something random and simple with the purpose of learnig the basic principles, now I’m going to try to create the material for real.
I really appreciate your help.
Remember that the Normalizer shader (which you need, there is no point in plugging the Noise directly into the Normal shader) needs a Noise in 2D (UV) space, so you lose your 3D shader.
there is another point i wanna bring in…
at the moment i’m struggeling with bump and displacement in case of “uvw mapping” and “box mapping”. when using uvw, the bump or displacement seems to be fine. changing the same material to “box mapping” seems to make the bump or displacement softer or even inexistent.
please see the 2 pictures attached
i’m using corona 8 hotfix 1, c4d r23.110
are you aware of this? is it a bug or just a user related problem?
thanks for all your inputs.
I’m pretty frustrated with using bump in C4D, what should be easy is turning into hell. When we have UVs everything works perfectly, but in projection modes it is very problematic or should be simpler if I’m not setting it up properly.
i’m working on a grip with leather material > see attached images.
can’t set up the material properly with bump/displacement, reflection etc. it looks like plastic :o(
projection is boxmapping. and triplanar is doing a strange job here, too!? also tried to unwrap the mesh, bring it in photoshop etc. but it was a mess.
maybe someone can help me creating a realisitic leather material, which is circulating the grip naturally/seamlessly (like the example shows)
thanks in advance!
i knew there was something wrong. thank you @TomG!
i once switched the projection to zylindrical mapping and it looked horrible. but it seems i forgot to rotate the texture to 90°. now it looks fine. :o)
this is my result so far…
i’m sure the leather material could be better. but i’m quite happy with the result.
in addition i put some imperfections like dust and fingerprints on it.
My advice to achieve this leather material would be to go with PBR having properly unwrapped UVs. You can find tons of PBR textures for free on the web.