Vince_B
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When viewing a surface filter, changing the surface height in the Lighting tab changes the rendered image as expected. Also, the normal and ambient occlusion maps are updated accordingly--but the bump map is not. That is, changing the surface height has no affect on the bump map!
At present, for surfaces with subtle features, the bump maps are not very useful. These results were found using FF version 2.009. |
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Posted: April 12, 2011 2:18 pm | ||
GMM
Moderator
Posts: 3491 |
I know it may sound odd, but this behavior is by design. Personally I cannot explain this design decision, feel free to ask Vladimir about that.
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Posted: April 14, 2011 7:18 am | ||
saurabhgayali |
bump map if have a low contrast may not show proper effect in height.
but a contrasting bump map have a good effect when i use them saurabh.gayali@gmail.com |
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Posted: April 19, 2011 2:53 am | ||
Vince_B
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Thanks to Vladimir, I understand the problem now. The issue is the limited dynamic range of the gray scale bump map. If changing the surface height in the Lighting tab affected the bump map, then for large heights, you would see noise, posterization effects, and, possibly, clipping. It is important to note that this issue is not unique to Filter Forge. It is the primary reason that most modern game engines have switched to normal maps. Although manually adding height features to a normal map is not as straightforward as tweaking a bump map, there is a handy little programs that helps a lot. See: nDo.
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Posted: April 19, 2011 12:51 pm |
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