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IONclad
Building art one node at a time.
Posts: 123
Filters: 25
I have found that when a bumpmap has too great a contrast from pixel to pixel the rendering engine will render it as 0.

For example, have a one sharp black shape surrounded by a white shape. The border between the two has no gradation or AA. The rendering engine will not render the black shape lower then the white shape.

As a workaround I need to blur the texture. I use .01, but I don't believe it's really any lower then 1.0. Consequently, in the final render, the sharp edges of the paint (for my upcoming rusty paint texture) will look a little like putty, not sharp paint flakes. The bump map looks ok, and I think I'll get the right result from Lightwave, but with Filter Forge's rendering engine it appears that the dark/light borders are rendered wrong.
the artist formerly known as Bongo51
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onyXMaster
Filter Forge, Inc.
Posts: 350
FF doesn't use perspective projection, it uses parallel one (remember, it's flat), so the slopes are they only way to create volumetric look.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Probably you're trying to connect something with very hard edges, like a B/W checker, to a Height imput -- right?

If that's the case, then the black result you see is absolutely correct, since FF doesn't generate any slopes automatically -- you have to make the slopes manually.
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IONclad
Building art one node at a time.
Posts: 123
Filters: 25
No, actually I had this problem with '100 year old tugboat'. I had to blur the texture to get the 'chipped away' areas to render deeper then the paint level. (I wanted the paint edge to be as crisp as possible) If the bumpmap or specular map were rendered without blurring the black areas rendered at the same height as the white areas, which tells me that there is some sort of error with the rendering engine at the border between white and black. Standard bump mapping is simply relational, that is, the height is not based on absolute RGB value but is calculated based on comparing values of surrounding pixels. If there a border where 255,255,255 is right next to a 0,0,0 the wrong result can be generated.

Thats what I assumed anyway.

Ian.
the artist formerly known as Bongo51
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