Bump issue please help
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i created black and white bump texture but when i use it with a redshift texture, there are lines, it's not smooth. I tried to increase the texture size and make it in 16 or 32 bits but it's didn't work
Somebody can help me?
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Hi Pitchi,
I write here in a forum, so perhaps you know all or most of it, but bear with me.
Please have a look here:
https://stcineversityprod02.blob.core.windows.net/$web/Cineversity_Forum_Support/2023_PROJECTS_DRS/20230912_CV4_2023_drs_23_RSbt_01.zipI have used a Normal Map, and in the tex folder is as well a Bump map. The Normal map was created in Standard Render with the Normalizer Shader.
Both methods are just "fake" as they produce data that pretends to be geometry. The Bump map is typically used for tiny details. But yes, it can also be used for larger things, but soft gradients are not its strengths. The Surface direction of an object is typically evaluated and expressed in a Normal. The term Normal has its roots in mathematics and resembles a vector with a length of one. This vector results from the X, Y, and Z measurements. The incoming light or other qualities will be calculated based on that vector. In the early days of 3D rendering, everything was slow. Based on that, the rendering was mainly simplified. The bump map was one part of that. Instead of an X, Y, Z-based surface simulation via data, the gray values were used to express a direction in one way or another. Darker or brighter was the only indicatorโa Single-channel texture.
Back then, it was often an 8bit/one-channel file, while strongly limited with a gamma curve (sRGB). So, the 256 gray values were not equally distributed. These days, from my point of view, 8bit/channel should have only, in rare cases, a place in a professional production. To convert this file into a 16-bit integer/gamma based or into a floating point 16 or 32bit/channel linear 9HDRI/Radiance is, BTW, not a proper format for that), and will not improve the quality. There is no magical formula; 8bit/channel gamma and integer are the lowest these days (there was less quality in the 90s available (Indexed, etc.).
So, the wrong and low information is most likely responsible for the banding here. I do not have your project file here; the images do not tell me much. So no 100% idea what happens.
Start in 32-bit float per channel and keep it that way; don't open nor paste anything lower than that into it. (Yes, there is a 16-bit float; that is often acceptable.)
The next after Bump is the Normal map; float values are more or less a must. But yes, some artists work even here with low-level formats. It works or not. If not, twice the work.
The next is to use Displacement; there, we have the same story: the better the source material, the better the result. The best is that the model has that shape, as any fake can be recognized on specific details. When spotted, the whole rendering feels cheap.
Please look here; it showcases the baking from a model in several qualities.
https://help.maxon.net/c4d/2023/en-us/Default.htm#html/TBAKETEXTURE-ID_BAKEOPTIONS.html?TocPath=Object%2520Manager%257CObject%2520Menu%257CBake%2520Material%257C_____3My best wishes
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Good ! , thanks you for your help
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You're very welcome, Pitchi.
Thanks for taking the time.
My best wishes