Milho
12-28-2002, 04:37 PM
When playing around with procedural shaders in Max i came up against a very confusing limitation of max.
My idea was to create a material which looks similar to a weird skin (very rough and basic as you will see).
It consists of a basic color, some blue "veins" and some big circles.
The bumpmap is similar except that it's black, the veins are grey and the circles white. This way i wanted to achive the effect that the veins stick out a bit and the circles stick out more.
So i created the diffuse map of several mix shaders with masks, a electric shader (veins) and a cellshader (circles).
I copied this shader to the bumpmap and changed the colors to black, grey and white.
But as a matter of facts, even though the map looked right, the bump effect did not appeared.
I rendered the map and used it as a bitmap bumpmap and got the right result (except it's not procedural).
After playing around a bit longer i arrived at the conclusion that as soon as you put a mask in the shader of a bump map the bump map does not react properly.
Conclusion: That sux. You hardly can make procedural bumpmaps.
Question: Did i do something wrong or is it a common limitation? How to avoid it?
Cheers
:beer:
My idea was to create a material which looks similar to a weird skin (very rough and basic as you will see).
It consists of a basic color, some blue "veins" and some big circles.
The bumpmap is similar except that it's black, the veins are grey and the circles white. This way i wanted to achive the effect that the veins stick out a bit and the circles stick out more.
So i created the diffuse map of several mix shaders with masks, a electric shader (veins) and a cellshader (circles).
I copied this shader to the bumpmap and changed the colors to black, grey and white.
But as a matter of facts, even though the map looked right, the bump effect did not appeared.
I rendered the map and used it as a bitmap bumpmap and got the right result (except it's not procedural).
After playing around a bit longer i arrived at the conclusion that as soon as you put a mask in the shader of a bump map the bump map does not react properly.
Conclusion: That sux. You hardly can make procedural bumpmaps.
Question: Did i do something wrong or is it a common limitation? How to avoid it?
Cheers
:beer:
