Vray Composite map

I found a problem.

Vray can compute the defaul 3ds max composite map with multiple layers maps / mask inside into diffuse slot / reflect slot /etc…

but that operation look not possible into bump slot where there have lots map layes for have a mixed bump…im still asking why…operation like add, screen, multiply dont work into final result.

i can use vray comp text for that use, and that work,OK… but its terrible limitated by just 2 maps and no percentual mixing option ( just 100%)

how i can solve that?

vray: 3,30.03

You could try using a VRayColor2Bump map.

In max there’s a somewhat obscure channel used for the bump map, separate from RGBA. It’s weird. VRayColor2Bump will convert your RGB values and place it into this bump channel, now you can use all colour operations on all maps, and use that for the bump. It’s one of the most useful maps for max ever.

Just plug your Composite map into the VRayColor2Bump map, and place that into the bump input.

I try plug VRayColor2Bump but dont solve the problem…

i forgot to say all maps into bump slot are already in grayscale…the main problem is composite map dont wantwork into bump , in the render vray just render one map inside the composite map…and ignore all others layers…

I’m using the 3dsMax composite map in the bump slot without issues.. Not really complex maps, but masks and a few layers, and everything works fine…

Would it be possible to provide a sample scene so we could investigate what’s going on?

i think to have find where is the problem

composite map into bump slot work now but all maps inside was computed ignoring the setting into “RGB offset” and Output Amount" of bitmap

Hello,

That is the way Max applies the output for bump - only “Bump amount” and the “Invert” option are taken into consideration.

Best regards,
Yavor

But if I pipe the composite map into the VRayColor2Bump it should consider that, right?

Yes the VRayColor2Bump samples the color of the texture and thus takes the output corrections into account.