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View Full Version : Maya 4.5 inverted bumpmapping across seam of mirrored UVs?!


Jon Jones
01-10-2003, 07:52 PM
The problem:

http://www.planetquake.com/shattered/shine/images03/inverted!.jpg

And a cropped image of the bumpmap:

http://www.planetquake.com/shattered/shine/images03/term13-bump.jpg

Anyone have a clue what's going on here? I just started toying with the bumpmapping on this model I'm doing and noticed that the bumpmap seems to be inverted across the seams of where it's mirrored in the UVs... is this a Maya thing, or a bumpmapping thing, or what? Am I doing something wrong somewhere?

This is Maya 4.5, no special plugins or settings or anything.

I have no idea why one image displays when the other doesn't... filesize maybe?

beaker
01-10-2003, 10:09 PM
When you mirrored it, the UV's stayed in the same place but the surface is going the opposite way so essentially the mirrored side of UV's are backwards. If you dont want to mess with the UV's, just make a dupe of the shader and apply it to the mirrored side and add an "inverse" node to the texture map for the bump.

Jon Jones
01-11-2003, 05:12 AM
Okay, great, that sounds like what I want to do. Here's where Maya newbieism kicks in though... how do I add the node? I haven't messed with nodes at all in Maya so I'm kinda flying blind.

I selected the half of the model I knew was having the problem (pretty easy as I modeled it split straight down the center all the way), created a new texture, then selected the color and bump maps, but now I'm fiddling around in Hypershader trying to figure out what to do. I found out how to create a new node but I'm not sure what to select. I couldn't find 'Inverse' in there, and the nearest thing to it looked and sounded like 'Reverse,' so I tried that on the "bump.outAlpha \ bump2d2.bumpValue" .. um.. line, but that didn't render out like I wanted.

I tried searching through the Maya online help and couldn't find anything, so I decided to ask here...

Thanks man.

Jon Jones
01-12-2003, 06:04 AM
Still need help here... is there a specific tutorial for what I'm trying to do anywhere, or some reference in the Maya documentation that I'm somehow missing?

Thanks in advance...

Jon Jones
01-12-2003, 08:28 PM
Bumping again... can anyone help?

GrafOrlok
01-13-2003, 10:46 AM
An easier way is to add a duplicate of the shader to the reversed half of your model, just the way you did, and then just make the bump depth value negative (ie if you had a bump depth of 0.41 in the original, make it -0.41 in the duplicate).

You could of course clean it up in the hyper shade by just attaching everything but the bump node to the original shader.

I posted a similar thread this fall, because I found out that in MAX you don't have this problem with inverted bump when UV's are laid on top of each others. Noone could help me out though so it seams there is no "built-in" way to solve this...:annoyed:

Good luck

Madpear
01-13-2003, 04:06 PM
You should delete current UV's and build new ones.

jamihn
01-13-2003, 06:22 PM
You could also reverse the normals on the duplicated side, though you might not want to do that for certain circumstances.

Jon Jones
01-17-2003, 04:52 AM
Fantastic, I came back to it and fiddled with it enough to get it working. Thanks guys!! :)

Got a new, different problem with it though, that may take a reboot to fix. New thread for that one though.

Thanks again guys, the bump will make all the difference.

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