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I'm not getting bumps from image_maps. Is this broken for mesh objects?
Forgive me if I'm posting on a known thing. I'm pulling hair over here! :)
Grim
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I meant no bumps result from using an image as a bump_map?
Grim
"GrimDude" <gri### [at] netzerocom> wrote in message
news:3a611cb6@news.povray.org...
> I'm not getting bumps from image_maps. Is this broken for mesh objects?
>
> Forgive me if I'm posting on a known thing. I'm pulling hair over here! :)
>
> Grim
>
>
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Is it paletted? :-)
Bob H.
"GrimDude" <gri### [at] netzerocom> wrote in message
news:3a6138be@news.povray.org...
> I meant no bumps result from using an image as a bump_map?
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That's a good question. I tried two color png, and two color bmp.
Grim
"Bob H."
<per### [at] aolcom?subject=PoV-News:%20&body=Relating%20to%20POV-Ray:>
wrote in message news:3a6145c7@news.povray.org...
> Is it paletted? :-)
>
> Bob H.
>
> "GrimDude" <gri### [at] netzerocom> wrote in message
> news:3a6138be@news.povray.org...
> > I meant no bumps result from using an image as a bump_map?
>
>
>
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I got it. I had to up the bump_size to 5k and use an image overlay to
augment the bumps. This won't work well with my aluminum surface normal. :(
Grim
"GrimDude" <gri### [at] netzerocom> wrote in message
news:3a614d84@news.povray.org...
> That's a good question. I tried two color png, and two color bmp.
>
> Grim
>
> "Bob H."
>
<per### [at] aolcom?subject=PoV-News:%20&body=Relating%20to%20POV-Ray:>
> wrote in message news:3a6145c7@news.povray.org...
> > Is it paletted? :-)
> >
> > Bob H.
> >
> > "GrimDude" <gri### [at] netzerocom> wrote in message
> > news:3a6138be@news.povray.org...
> > > I meant no bumps result from using an image as a bump_map?
> >
> >
> >
>
>
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GrimDude wrote:
> I'm not getting bumps from image_maps. Is this broken for mesh objects?
> Forgive me if I'm posting on a known thing. I'm pulling hair over here! :)
Are you sure that your bump map is contrasted enough ? For instance, the bump
maps that come with Poser have little contrast, so to make them usable I
convert them to B&W and increase the contrast. It's easier to control if you
have the full range of tones between black and white.
G.
--
**********************
http://www.oyonale.com
**********************
Graphic experiments
Pov-ray gallery
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Thanks for that, Gilles.
I ended up using a bump_map image twice the size of the first.
I haven't had any trouble stacking pigments, but everytime I stack normals I
get problems. Is there a trick to applying more then a single bump_map to a
single surface? I like my aluminum to look a little wavy, but other
features are best represented in the normal differently. Material map?
Hmmm,...
Grim
"Gilles Tran" <tra### [at] inapginrafr> wrote in message
news:3A61ECBE.E3A85E4C@inapg.inra.fr...
> GrimDude wrote:
>
> > I'm not getting bumps from image_maps. Is this broken for mesh objects?
> > Forgive me if I'm posting on a known thing. I'm pulling hair over here!
:)
>
> Are you sure that your bump map is contrasted enough ? For instance, the
bump
> maps that come with Poser have little contrast, so to make them usable I
> convert them to B&W and increase the contrast. It's easier to control if
you
> have the full range of tones between black and white.
>
> G.
> --
>
> **********************
> http://www.oyonale.com
> **********************
> Graphic experiments
> Pov-ray gallery
>
>
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GrimDude wrote:
> I haven't had any trouble stacking pigments, but everytime I stack normals I
> get problems. Is there a trick to applying more then a single bump_map to a
> single surface?
You can trying averaging normals.
normal{
average
normal_map{
[1 bump_map1] // the number is the weight of the map
[1 bump_map2]
}
}
In fact, the doc says that "average was originally designed to be used in a
normal statement with a normal_map as a method of specifying more than one
normal pattern on the same surface", so this may be the most efficient way to do
it.
G.
--
**********************
http://www.oyonale.com
**********************
Graphic experiments
Pov-ray gallery
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Thank you, Gilles!
...click...click...whirrr... (got me thinking)
Grim
"Gilles Tran" <tra### [at] inapginrafr> wrote in message
news:3A62BF23.65F74535@inapg.inra.fr...
> GrimDude wrote:
>
> > I haven't had any trouble stacking pigments, but everytime I stack
normals I
> > get problems. Is there a trick to applying more then a single bump_map
to a
> > single surface?
>
> You can trying averaging normals.
> normal{
> average
> normal_map{
> [1 bump_map1] // the number is the weight of the map
> [1 bump_map2]
> }
> }
> In fact, the doc says that "average was originally designed to be used in
a
> normal statement with a normal_map as a method of specifying more than one
> normal pattern on the same surface", so this may be the most efficient way
to do
> it.
>
> G.
>
> --
>
> **********************
> http://www.oyonale.com
> **********************
> Graphic experiments
> Pov-ray gallery
>
>
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I finally resorted to a 16 color image for a material map. It requires a ton
of texture code, but,...WOW!
Grim
"GrimDude" <gri### [at] netzerocom> wrote in message
news:3a63affa@news.povray.org...
> Thank you, Gilles!
>
> ...click...click...whirrr... (got me thinking)
>
> Grim
>
> "Gilles Tran" <tra### [at] inapginrafr> wrote in message
> news:3A62BF23.65F74535@inapg.inra.fr...
> > GrimDude wrote:
> >
> > > I haven't had any trouble stacking pigments, but everytime I stack
> normals I
> > > get problems. Is there a trick to applying more then a single bump_map
> to a
> > > single surface?
> >
> > You can trying averaging normals.
> > normal{
> > average
> > normal_map{
> > [1 bump_map1] // the number is the weight of the map
> > [1 bump_map2]
> > }
> > }
> > In fact, the doc says that "average was originally designed to be used
in
> a
> > normal statement with a normal_map as a method of specifying more than
one
> > normal pattern on the same surface", so this may be the most efficient
way
> to do
> > it.
> >
> > G.
> >
> > --
> >
> > **********************
> > http://www.oyonale.com
> > **********************
> > Graphic experiments
> > Pov-ray gallery
> >
> >
>
>
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