I wanted to create a good clay/plasticine material and found a nice page where a guy provides a fingerprint texture for a bump channel to get a realistic material. But somehow I get problems with this bump channel in indigo. If you have a look at the border of the material sphere you can notice some darker areas, which looks like when using a too high bump value. But the bump on all other parts looks perfect. What Im doing wrong, or is it a bug ?
I modified the original fingerprint texture by lowering the contrast a bit. Here is my version:
The original fingerprint image can be found here:
http://www.3dallusions.com/forums/mrmat ... stuff.html
Here are my material settings:
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<scenedata>
<material>
<name>BClay_phong</name>
<phong>
<diffuse_albedo>
<constant>
<rgb>
<rgb>0.58400 0.31800 0.26300</rgb>
<gamma>2.2000000000000002</gamma>
</rgb>
</constant>
</diffuse_albedo>
<exponent>
<constant>80.0000000000000000</constant>
</exponent>
<layer>0</layer>
<fresnel_scale>1.0000000000000000</fresnel_scale>
<ior>1.8000000000000003</ior>
<nk_data></nk_data>
</phong>
</material>
<material>
<name>clay</name>
<oren_nayar>
<texture>
<path>C:/Users/31/sub/Entwicklung/cg/materials/indigo/clay/Fingerprints_bump_output.jpg</path>
<a>0.0100000000000000</a>
<b>0.0015000000000000</b>
<c>0.0000000000000000</c>
<uv_set_index>0</uv_set_index>
<exponent>0.0400000000000000</exponent>
<tex_coord_generation>
<uv>
<matrix>1.00000 0.00000 0.00000 1.00000</matrix>
<translation>0.00000 0.00000</translation>
</uv>
</tex_coord_generation>
<smooth>false</smooth>
</texture>
<albedo>
<constant>
<rgb>
<rgb>0.69800 0.58800 0.49000</rgb>
<gamma>2.2000000000000002</gamma>
</rgb>
</constant>
</albedo>
<sigma>
<constant>0.3000000000000000</constant>
</sigma>
<bump>
<texture>
<texture_index>0</texture_index>
</texture>
</bump>
<layer>0</layer>
</oren_nayar>
</material>
<material>
<name>BClay</name>
<blend>
<a_name>BClay_phong</a_name>
<b_name>clay</b_name>
<blend>
<constant>
0.75000
</constant>
</blend>
<step_blend>false</step_blend>
</blend>
</material>
</scenedata>