Bump map material

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Phil
Posts: 154
Joined: Mon Nov 06, 2006 2:22 am
Location: St. Wendel, Germany

Bump map material

Post by Phil » Sat Dec 30, 2006 5:57 am

Hi all,

I am working on a bump map material:

Image

The material number 1 is defined like this:

Code: Select all

<material>
		<name>alu_bumped.2</name>
		<phong>
			<nk_data>nkdata/Ag.nk</nk_data>
			<exponent>150.000</exponent>
			<bump_map>
				<uv_set>uv</uv_set>
				<path>noisemi8.jpg</path>
				<gain>0.0010000</gain>
				<exponent>1.000000</exponent>
			</bump_map>
		</phong>
</material>
The material number 2 is defined like this:

Code: Select all

<material>
		<name>Alu_bumped</name>
		<phong>
			<nk_data>nkdata/Al.nk</nk_data>
			<exponent>50.000</exponent>
			<bump_map>
				<uv_set>uv</uv_set>
				<path>noisemi8.jpg</path>
				<gain>0.002000</gain>
				<exponent>1.000000</exponent>
			</bump_map>
		</phong>
</material>
It is really hard to have a good result, and I would like to have your opinion about the different parameters:
exponent of the materrial
gain of the bump
what means the exponent of the bump_map?

Thanks in advance.

Regards, Phil

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Sat Dec 30, 2006 8:37 am

Correct me if I'm wrong, but I think the exponent is a gamma correction, and since bump mapping needs a scalar not a colour, its good to let it at 1. As for good settings I can't tell you because my uvs get screwed up between Maya and Indigo :cry:

Phil
Posts: 154
Joined: Mon Nov 06, 2006 2:22 am
Location: St. Wendel, Germany

Post by Phil » Mon Jan 01, 2007 2:59 am

Hi CTZn,

[img]

http://img264.imageshack.us/img264/8817 ... 665ba1.png [/img]

but I think the exponent is a gamma correction
I do not know
<nk_data>nkdata/Ag.nk</nk_data>
<exponent>150.000</exponent>
this exponent seems to have an influence on the shininess

<gain>0.002000</gain>
<exponent>1.000000</exponent>
I have no idea what this means

Now the material are defined like this:

material 1:
<material>
<name>alu_bumped.2</name>
<phong>
<nk_data>nkdata/Al.nk</nk_data>
<exponent>40.000</exponent>
<bump_map>
<uv_set>uv</uv_set>
<path>noisemi8.jpg</path>
<gain>0.0012</gain>
<exponent>0.9</exponent>
</bump_map>
</phong>
</material>
material 2:
<material>
<name>Alu_bumped</name>
<phong>
<nk_data>nkdata/Al.nk</nk_data>
<exponent>50.000</exponent>
<bump_map>
<uv_set>uv</uv_set>
<path>noisemi8.jpg</path>
<gain>0.0012000</gain>
<exponent>1.000000</exponent>
</bump_map>
</phong>
</material>
This seems to be acceptable now :)
Regards, Phil

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Mon Jan 01, 2007 4:26 am

Phil wrote:
but I think the exponent is a gamma correction
I do not know
I'm pretty sure :)

Phil
Posts: 154
Joined: Mon Nov 06, 2006 2:22 am
Location: St. Wendel, Germany

Post by Phil » Wed Jan 03, 2007 7:33 am

Hi everybody,

I made some new tests and investigations.
I have some new problems. :oops:
(I increased The resolution to 1280 x 960, we only see some extract here :!: )


This is what I get about one hour:
Image

The bumps effect looks good for me.

This is the result after about 2 days

Image

And here is the problem, the bump effect seems to disappear :?:

Another problem is that with this resolution we see a smoothing problem.
I simply forgott to turn autosmooth on in blender. :oops:
[edit]
I am not a blender specialist, who can tell me the difference between autosmooth and set Smooth, I did not understand this.
[edit]

The material are defined like this now:

Code: Select all

<material>
		<name>Alu_bumped</name>
		<phong>
			<nk_data>nkdata/Al.nk</nk_data>
			<exponent>6.000</exponent>
			<bump_map>
				<uv_set>uv</uv_set>
				<path>noisemi8.jpg</path>
				<gain>0.0012000</gain>
				<exponent>0.5</exponent>
			</bump_map>
		</phong>
	</material>

	<material>
		<name>alu_bumped.2</name>
		<phong>
			<nk_data>nkdata/Al.nk</nk_data>
			<exponent>5.000</exponent>
			<bump_map>
				<uv_set>uv</uv_set>
				<path>noisemi8.jpg</path>
				<gain>0.0009</gain>
				<exponent>0.0</exponent>
			</bump_map>
		</phong>
	</material>
This is an extract of the bump map the original size is 2000x2000
Image



CTZN wrote:
I'm pretty sure :)
Well you must really have good informations, nothing to read about this in the reference manual, and nothing in the blender indigo tutorial. :) :shock:
the exponent is a gamma correction
good, it is a gamma corretion but tell me more, and why is it called exponent and not gamma :wink:


Does anybody made some good experience with bump mapping (not sand blasting)

Thanks in advance for all remarks, and so on.

Regards, Phil

Ricky
Posts: 34
Joined: Wed Nov 15, 2006 3:38 am

Post by Ricky » Wed Jan 03, 2007 11:45 am

set smooth = all selected is smooth
Autosmooth = smooth only faces that are who's normals differ less than the maxangle degree..

Phil
Posts: 154
Joined: Mon Nov 06, 2006 2:22 am
Location: St. Wendel, Germany

Post by Phil » Thu Jan 04, 2007 7:07 am

Hi Ricky,

thanks, this helped me, I also discovered that I had a lot of doubles.
I only import obj in blender, so I have to learn more with blender.

This is a new test, I found an interesting post from Filipo in the 3DS max section I think.
I increase the bumpiness factor to 100 now.

that is what comes out after 4 minutes rendering.

Image

I am really shocked, I have no idea what will be the result.
(it is now 15 minutes and the result is still so black)

:? :shock: :oops:

Perhaps the bumpiness will never be a finished artwork :cry:

Regards, Phil

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