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colomea
05-13-2003, 03:25 PM
Hello,

when I assign a bump-map to an object in a radiosity-scene, there is not fine justice bump-amout possible.
it looks horrible.
is there someone, who knows help?

Greetings, Thomas

gaggle
05-14-2003, 08:28 AM
Your post is very hard to understand :shrug:.

Anyway, I for one would like to see some screenshots of this bump-problem you're refering to. If you can provide more information about the problem, there'll be a greater chance of some of us being able to help you.

Obaid3DFX
05-14-2003, 09:13 AM
If I understood you correctly, the problem appears when you use ADV. Light in Max 5 with bump MAt.


Try to use Advanced Lighting Override Material found in material editor with your faulty mat (bump material)...

that's all


cheer


:)

TimWoods
05-14-2003, 12:58 PM
use the advanced override material then bring the indirect bump down from 1.0 to lower, say 0.4

then search in the subjects coz ive asked this question and answered it many times.:D

:beer:

colomea
05-14-2003, 08:15 PM
Hi there,

I sent five images to show the great difference with and without bump-mapping on the one side and the bad possiblity to ajuste on the other side.
There is already a Advanced Lighting Override used.

Greetings, Thomas

I animate
05-15-2003, 03:18 AM
Just a guess but are you using checked for your bump? If so, it is doing exactly what it is suppose to do. You might want to try a bump map for tiles. That way your grout lines will go down while the tiles will rise a little, just like a real tiled floor.

Hope that makes sense? :D

TimWoods
05-15-2003, 07:39 AM
as for why light is shining through at the end wall. max radiosity is really pants. i find the easiest way to get around this is max the romms one entire mesh, and all the vertexs are welded, then for extra insurence i add a second skin around the model, a light guard, this stops any light leaking through for the radiosity solution.#as for the bump, you need to change the chequed effect for a bump that just has grout lines, i. e square with a black edge as 'I animate' said.

hoe this helps
:thumbsup:

gaggle
05-15-2003, 09:21 AM
Where does it come from that he wants groves inbetweem the tiles? ..maybe I've missed something, but it seems to me like he wonders why a bump-amount of 1, 100, and 1,000 all equals the same image.

colomea, there are three places to set the bump it seems. In the:
* Advanced Material Override.
* Bump-channel spinner.
* In the Output rollout.

If you add an Output-node just before the Checker-node, you should be able to set the bump-amount in there as well. As a test, go for a low number such as 0.01 in all three spinners and see if you can't force the bumpmapping down.

R32
05-16-2003, 03:52 AM
use raytrace material instead of standard - should fix this problem.

colomea
05-17-2003, 09:13 PM
to tim,
1.the vertices of the room-mesh were already welded
2.also there was already a shield to protect from lightproblems,later on i have changed it against a box around as you advice, thanks
3.the cage of line-edges is new; an editable spline, renderable, thickness 0,02, sides 3

to gaggle
1.indirect light bump scale 0,01
2.bump spinner 1
3.output bump amount 0,3- wonderful, thanks

the light or shadow mistakes depend on the shadow of the light. they disappear by taking an raytrace shadow. this is a pity or shit.

if there another advices, donīt hold them back.
thank to all, who have given answer.

gaggle
05-19-2003, 09:26 AM
Good that you got the bumpthing solved.

That shadowmap thing is just how these things work, any shadowmap will have a limited degree of precision, you can either increase the size of the map, or limit where the shadows fall.
Increasing the map is of course at the expense of rendertimes, which can quickly skyrocket if you're not careful.

A more slick approch is limiting where the shadows fall. Your scene may already be sufficiently optimized, so I don't know how useful this will be.. First of all, I can't see what light you're using, but use anything but an Omni in this case. I think a Directional light is the best suitable for this. Toggle the Overshoot box on, turn it to Rectangle emission (radiobutton just below), and then use the Falloff/Field spinner so that the edges of the light juuuuust hits all the windows. Using the Overshoot toggle ensures that light it still spread all across the scene, but shadows will only be computed in the radius the Falloff/Field thingie.

colomea
05-21-2003, 12:48 PM
first results after further adjustements in photoshop

as you can see in my red notices, the distribution of brightness doesnīt seem to be realistic.

my conclusion to 3dsmax radiosity is that i donīt go conform with it.

i want to specify my work on simulating interior rooms. for this i expire with radiositx in max.


have someone of you made experiences with other renderer like brasil, vray, or mentalray in interior scenes?
in this max-scene here, there is only one light, a sunlight outside of the room. the alternate renderer must do the same, only one light source in the scene.

ok, have a good time.

colomea
05-21-2003, 12:52 PM
further problems with bump mapping in max radiosity scene

as long as i expire with the max radiosity, there appear further probs.
1.noise mapping prob: when i use a noise material for diffuse und bump, it happens that in near areas the mapping is alright, but with greater distance sudddenly the mapping disappears, the mapping breaks off


2.bump mapping prob: i have learned from you how to handle bump mapping with low values(output amount), the checker bump map is an example that is works, but most one uses other pics to give structure to an object.
you can see that the bump of the floor is very rough although of low bump values. also the bump for the walls. here the rapport disarrange furthermore.

slowy but more and more i lose the fun working with max radiosity for simulating realistic interior scenes.

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