Re: bump problem

Date : Thu, 03 Nov 2005 16:06:53 +0100
To : XSI(at)Softimage.COM
From : Arvid Björn <arvid.bjorn(at)palladiumfilm.com>
Subject : Re: bump problem
Well, clamping cuts everything outside the range of the texture, so this behavious is expected, but I'm not sure about the reason for this feature, probably some sort of optimization in case you don't need unclamped values. I'm pretty sure it was there in earlier versions as well. When you map something as absolute UV's this wont occur, but if you tile your textures or go outside the range [0..1] in your UV coordinates this will happen. Guess it's one of those things you gotta keep in mind while working with shaders.

Chris Marshall wrote:

Thanks Arvid, that worked, though it doesn't explain why the xy projection covering the whole object, just rendered in the corner. I ended up deleting all texture-supports and projections and applying new ones. I had another similar object with no visible bumpmap, and when I un-checked clamp, hay-presto there it was.
I've got to say, we're experiencing lots of little 'issues' with 5, that we didn't have with 4.2


Chris


Arvid Björn wrote:

Try unchecking the Clamp-checkbox in bump settings

-a

Chris Marshall wrote:

Hi All,
Sorry for the attachment. We have a bumpmap problem.
Here's a default cylinder, subdivisions 50,100,2. noIcon textured x,y with a bumpmap generator node. Nothings been scaled or moved.
Anyone know why it renders down there?


Cheers

Chris


------------------------------------------------------------------------



---
Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
unsubscribe xsi





---
Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
unsubscribe xsi




--- Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body: unsubscribe xsi

  • Follow-Ups:
  • References:

Search the XSI List archives here or use the advanced search form to search across mailing lists. Searching help is available.
This site supposedly brought to you by Benjamin Grosser and the Imaging Technology Group.