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stzaske
02-01-2003, 08:39 AM
I'm just now getting around to learning bump maps, and I've read several times about swimming bump maps, that is, the 3D bump map doesn't move with the character. Of course now that I am having the problem, I cannot find a thread of solution for it. Can someone explain how to solve the problem?

One solution I recall is (and tell me if I'm right):

1. Convert the 3D bump map to a file.

Is this the best solution?

-=STZ=-

svenip
02-01-2003, 12:20 PM
you probably have a 3dtexture for bump. 3d textures are not stick to the surface.instead they use another node place3d... which places the 3d texture in space. if you now move your model and your texture not, it will start to "swim". just look which placed3d belongs to your texture and parent it under the object. that's it.

convert to file is a possible solution, but why do this then you can keep your procedural.

vaniljus
02-01-2003, 12:37 PM
Or use a texture reference node for the object, this will lock a 3D texture to the surface.

stzaske
02-01-2003, 08:39 PM
Originally posted by svenip
you probably have a 3dtexture for bump. 3d textures are not stick to the surface.instead they use another node place3d... which places the 3d texture in space. if you now move your model and your texture not, it will start to "swim". just look which placed3d belongs to your texture and parent it under the object. that's it.


Is this the Square looking transparent object I see placed in my scene when I add a 3D texture? I thought about doing as you say, but when the object is deformed using blendshapes or bones, wouldn't they again swim? Seems like the parenting idea would work for rotation/movement/scale...but would not stop the swimming problem when deformed.

Or am I wrong on that?

-=STZ=-

GrafOrlok
02-01-2003, 08:48 PM
The answer is to use the texture reference node as Vaniljus mentioned. Found under the Render menu: texture/create texture reference object. Just select your deformable textured object and pick this choice and you can relax ever after. No more more swimming...

This option creates a duplicate of your object and uses this to find out where the texture actually sits on the surface... sort of.

noktUp
02-01-2003, 08:54 PM
Bake texture once you arefinnished tweaking.

stzaske
02-01-2003, 10:28 PM
Originally posted by Graf Orlok
The answer is to use the texture reference node as Vaniljus mentioned. Found under the Render menu: texture/create texture reference object. Just select your deformable textured object and pick this choice and you can relax ever after. No more more swimming...

This option creates a duplicate of your object and uses this to find out where the texture actually sits on the surface... sort of.

Graf:

I see what you are refering to, and I built the Texture Reference Object, but now what? I can just hide this object? Parent it to to my object? Seems strange just having a transparent copy of my deformable object (in this case, my characters face) just sitting there.

-=STZ=-

GrafOrlok
02-02-2003, 07:34 PM
Well, strange enough, but it works! Just let it be there, on its own, just sitting there. That's the whole point. No parenting; you don't want it to move! Just hide it and forget about it!:cool:

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