Use Distance Node for Bump
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Hi i would like to use the new node "Distance" to use it as Bump but it didn't work. Why?
image link : https://we.tl/t-19f5Xahvqi
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Hi Pitchi,
I fear that is not an option, except baking it. My tests here show that it needs some Blur added to work.
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The manual has no mentioning about it.
https://help.maxon.net/r3d/cinema/en-us/Default.htm#html/Texture+Distance+Shader.html?Highlight=distanceThis reminds me of the question about the AO data for Displacement a few years ago. I see similarities here. The AO calculation is just a geometry evaluation and has no idea about lights. So, if moved by Displacement, the results might be even more wrong.
Similar to that would be the Distance Shader.
Please think of the result of the Distance Shader/Node used in a Displacement setup; at the moment it is used (moving geometry) the result would be wrong, e.g., if the colors were also used for that area, the results would not match the current change.
Yes, you asked about the Bump Map. But I wanted to introduce an idea (a wild guess!) as to why I believe there is less attention here to use it that way.
Anyway, I see your point with the Bump, as it could soften the connection points of two objects, at least visually.
I get no results, either. So, I explored it.
For me, bump mapping is one of the oldest effects of creating the surface appearance of something only there as a texture. It never moves any Geometry., The normal direction is taken from the difference of a slowly changing gray value of a small gradient—Pixel by Pixel.
If we had only black and white pixels (dithered) to create the illusion of a gradient, nothing would happen with a 1bit information (black and white) as the orientation of a Normal for 0.0 or 1.0 (brightness (0% or 100%) is the same.If the gradient is too large, the Bump will not be noticeable or hard.
It needs to have some progress there.But when I use a tight min/max value setting, it looks Dithered, and with a ramp as an aid, it is the same, if set to a smaller traisition as before, the Dithering aesthetics become more prominent.
After asking, the only way to use it was to use the results in a mask and have a bump map in one or the other part of the mask. But, if I get it right, that is not your target.
All the best
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Thank you very much for your research. My goal is to create procedural nails, screws and weld joints on a tank. Too bad it doesn't work because we could create lots of details on a surface using different 3D shapes, procedurally and without UV unwrapping.
I tried Bake and it works, but too bad it doesn't work directly.
I have a question, I don't understand why we can't use the Distance Shader gradient for the bump or displacement. I mean, when I connect a Distance node to a Ramp node, with the Ramp we can change the gradient, change the colors. We can also mix the Distance node with a Noise in a Color Layer. Why is there a difference between the black and white of the Distance node and the black and white of the Ramp, Maxon Noise nodes when we connect them to a Bump node? -
Hi Pitchi,
How about the Scatter Pen to paint screws directly on the surface, or the Polygon Pen painting with the Polygon Brush on an Object, and then use it as a base for clones?
I'm sure you have thought about getting those things quickly done in ZBrush.
The short answer is that after I have cleared what I can share and not with a few people, the data is produced after it would be needed for the Bump. Hence, the Bake works as it provides the data before.
That is not just something that could be coded differently without taking other qualities away. More I can't share.I'm more of a fan of preparing than calculating every single frame. The Distance Shader (as far as I know) checks everything for each frame. Hence, my tip to bake.
My best wishes
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good thanks you for your reply
have a nice day
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You're very welcome, Pitchi.
Thank you very much.
Have a nice weekend