GPU/RTX/IPR. Bump set to 100 in Vray Mat, but 0 in Vray Normal Map. Still render's bump. Is this expected behaviour?

Vray 6 Hotfix 2. Happens after a restart of IPR too

Checked CPU and this doesn’t happen

Works as expected on my end. Mind if you simplify and attach the scene so we can take a look?

After further tests this seems to be an issue with Tri-PlanarTex in GPU. When it is not used there is no problem. There are some notes in the docs regarding this, which I wasn’t aware of.

> Notes[/B][/B]

  • When using V-Ray GPU, the VRayTriplanarTex works fine for bump with bitmaps only. If other maps are incorporated in it, then you have to add a VRayColor2Bump map directly in the bump slot of the material (and pass the VRayTriplanarTex through it) to make it work properly.
  • If you wish to use a VRayNormalMap with VRayTriplanarTex in a material, assign the VRayNormalMap to the VRayTriplanarTex Texture map slot and then use the VRayTriplanarTex in your material. Linking in the other direction is not recommended.[/quote]

For clarity/sanity are you able to mock up the correct setup in slate? I’m not even sure the above applies to my situation or if this is a bug.
Essentially, I’m trying to add a fine relief to a Quixel asset, in combination with the assets existing normal map! See attached image for my current set up. Note, TriplanarTex is unlinked, this was originally connected to the ‘mapping source’ for the bump map.

Appreciate it
Thanks.

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Basically, plug the VRayNormalMap into the VRayTriplanarMap, which then goes into the bump slot of a VRayMtl. If you insist to use the VRayTriplanar as a mapping source, you could create a VRayBumpMtl and plug the bump texture there instead of the VRayNormalMap.

Of course! I use bump material all the time and didn’t think of this for some reason. So is bump with triplanar map not working correctly in GPU?

Hi, so i get that using a bumpmtl is a workaround for using triplanar mapping…but really this would be good to resolve as, plugging the whole output of the vraynormalmap into a triplaner doesnt take into account if you want to use separate mapping for the individual normal and bump maps.

Not sure if I understand. The VRayTriplanarTex overrides the input texture mapping by presumption. Happens on CPU, too. If you mean two separate triplanar mappings, it’s better to plug one (either bump or normal) in the BaseMtl slot and the other in the VRayBumpMtl’s slot.

Hi, i meant when you have this setup..ideally i shouldnt really have to use a bumpMtl node, unless im misunderstanding the usage of having the normal and bump option in the VrayNomalMap node. Regardless, if it works in cpu then surely it should be working in gpu at some point.

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Tested this and the bad results are actually the 3ds Max CPU ones. It seems that with that setup, the Bump map is taking the mapping from the Normal map’s TriplanarTex. Logged (internal bug-tracker id: VMAX-14913). If you render with CPU in STD (V-Ray > Export and Render .vrscene) you’ll notice similar to GPU results.

ah i didnt noticed that, i was just more refering to getting the bump value setting in the normalmap, as with original post, fixed. Thanks though.