![glossiness map in crazy bump glossiness map in crazy bump](https://bertrand-benoit.com/blog/wp-content/uploads/2012/04/BrionGloss2.jpg)
- #Glossiness map in crazy bump update#
- #Glossiness map in crazy bump full#
- #Glossiness map in crazy bump code#
- #Glossiness map in crazy bump zip#
#Glossiness map in crazy bump code#
I hope its a simple fix or a scan down the chaos group code now Im guessing you have access to it - although sadly not the vrayforc4d code. Corona as it stands is always a battle to get the bump to work and work well with the right strength. So hopefully this gives a clear guide on why i think vray is definately better at bump and works well with hardly any tinkering. Do the same with corona and its an even more noticable painted on strange cross pattern. If I then blur the checker for vray giving a ramp between colours you get a good relief and you can feel that checker surface over the ball. But vray has a reasonable stab at it and there is a bit of a surface there. I have used the same strengths as the previous test (1cm and 58%) This is a hard test case as we are going from pure black to white in a pixel width. Also we shouldnt need to blur this texture to see it! If I ramp up the strength to 500% we still get this strange high frequency noise, but if i blur it by 0.5% magically we then get to see the wood grain but we have sacrificed a bit of texture detail in the process and I still prefer the detail and feel of the vray one as it is more fiberous where the corona one smooths out the subtle threads due to the bluring.
![glossiness map in crazy bump glossiness map in crazy bump](https://us.v-cdn.net/5021068/uploads/attachments/6/3/8/3/1/8035.jpg)
As for the corona one we just get a high frequency noise that doesnt represent the wood grain. There is a strong shading artifact in the preview ball but I think that is the way it is set up/lit. Straight out of the box you can see vray picks up every strand of wood grain and you get a real sense of a rough wood surface. So regarding the Oak bump images I have just made a straight desaturated with enhanced curves jpeg of an oak texture and loaded that in to the bump slot in both mat editors. The reason for this is that as soon as you get close to a bump map, it becomes obvious that the objects surface relief is actually.
#Glossiness map in crazy bump update#
Are there plans to fix this Are there plans to fix this Max 2022.2 + Vray 5 Update 2.1 (5.20. Never ever use a bump to create something that should actually be modelled. Seems that the bump map slot is still at the top of the list in Update 2 which is quite confusing even a year later. I wonder if there could be some calibration for this between black and white in corona? Bump maps should only be used for minor things like scratches, small dents, grooves, small carvings, minor variations in relief, and grain. Making it more or less doesnt seem to help / make much difference.Īs a side note I personally prefer the cm scale range rather than a percentage - at least you can visualise roughly the amount you are dialing in in CMs, where as percentage is quite arbitrary especially if we can go over 100%. Also I have use the vray default of 1cm strength and picked 58% for the corona one as a sort of half way strength. I have just used the respective material preview ball scenes with a semi gloss grey diffuse base so we can just see the bump effect but there will be some slight calibration variation in hue.
#Glossiness map in crazy bump zip#
I have put a link in to a drop box zip with the file and oak texture so hopefully that works. In Blender this map is used to decide about the glossiness.Thanks for looking in to this again Nikola. When you check the Shader AO box it becomes very dark on the screen. If you also want the specular map (*_s.tga) you can load this as an ambient occlusion map. To see what the diffuse standalone looks like, switch from litsphere shader to none. ShaderParam litsphereTexture litspheres/lit_leather.png It is very important to let you know that, the details create by the bump map are fake. By using lighting tricks and grayscale method, textures are created.
![glossiness map in crazy bump glossiness map in crazy bump](https://i.imgur.com/BDuILmf.jpg)
A bump map creates an illusion of depth and texture on a 3D model or design. I also created the normal-map (_n.tga) and named the files natejacket.png and natejacket_normals.png. To do a bump map, you need to be familiar with computer graphics. Uncheck backface-culling (also for the hair). Change diffuse color to 1/1/1 and ambient color. Set shader to none and check the diffuse box (Shader config). Here select natejacket, then select your diffuse map. Best way: use Utilities/Material Editor (you have to activate this plugin) and then work with the plugin. Has anyone got those assets working correctly in MakeHuman? mhmat file but it didn't change anything. png file and added a diffuseTexture line to the. Right, a hacked glass made from glossy and transparent shaders.
#Glossiness map in crazy bump full#
tga files in the jacket zip that weren't listed in the mhmat file. Note: While full material baking is not recommended, map baking, such as ambient.