|
Thanks Scott,
I've recently been revisiting procedural and image based
bumps and one of the things I picked up on with a bit of help from the guys at
Glassworks was the Zbump node. There's a couple of advantages to this. Firstly,
you can use it to get around the limitations imposed by the need to have a magic
bump toggle in nodes that contribute to a bump tree ; for example, you can use
it with a mix2nodes as input, which you can't do with the bump generator (sorry
Scott, didn't know about it at the time). And secondly the quality, especially
with fine detail, goes through the roof. It's a great thing to have in the
toolbox.
From: owner-xsi(at)Softimage.COM
[mailto:owner-xsi(at)Softimage.COM] On Behalf Of Scott C.
Lange Sent: 23-March-2006 17:59 To:
XSI(at)Softimage.COM Subject: RE: bump mapping with procedural
textures?
Brett,
Check out the “bump
mapping” tutorial by Kim Aldis on either the soft site (for version 3, I
think) or eharriss.com. Kim explains how this works really
well.
Scott
From:
owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of B Miller Sent: Thursday, March 23, 2006 12:41
PM To: xsi Subject: bump mapping with procedural
textures?
Hi All,
This must be perfectly
obvious to anyone who has used XSI for longer than a month, but it's a bit of
a mystery to me. How do you set up a render tree to use a procedural texture
(e.g. a Cell, Cloud or Fractal) to drive a bump map. It seems that I can only
get images to work properly. I've set the Enable Bump Mapping on the
precedural, run it through a bumpmap generator, converted the color to vector
and plugged it directly in, etc. No luck.. What"s the proper method?
thanks
Brett
|