Here are the steps that illustrate the problem:
1- Assign a lambert to a primitive nurbs sphere
2- Connect the bumpmap generator to the bumpmap material input
3- In the bumpmap generator, create a planar XY texture projection
4- Connect the procedural fractal texture to the bumpmap generator input
5- Connect the Texture Space Edit node to the fractal coordinate input, set the UV remap max to 10,10,10
6- Connect the Vector state node to the texture edit input, set the state to Texture Vector
7- Render region the sphere.
8- :-)
9- Go to the bumpmap generator and create a spatial texture projection
10- Render region the sphere.
11- :-(
12- Get a projection lookup node and pipe it into the texture edit coordinate input
13- Pipe the texture stream into the surface input of the material
14- Render region the sphere
15- :-/
Bumpmaps work fine for planar, spherical, and cylindrical projections, but not for spatial. Please explain.
> -----Original Message-----
> From: owner-xsi(at)Softimage.COM
> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of brad
> Sent: 23-March-2006 21:35
> To: XSI(at)Softimage.COM
> Subject: RE: bump mapping with procedural textures?
>
> The issue we've been running into with procedural bumpmaps
> has to do with topologies more complex than spheres or tori,
> such as landscape with multiple caves and holes (our prior
> show!). In such situations we tend to use procedural textures
> since they can be easily applied in a seamless fashion via a
> 3D spatial coordinate system.
>
> Unfortunately, while RGB results are fine for where the
> surface intersects the spatial texture coordinates, it
> doesn't work for bump map vector space. You need to create a
> 2D texture map for bumps to work.
I'm not sure I follow you.
>
> Thus the question, does the Zbump node work for procedural
> textures using spatial coordinates?
>
I've been getting very good results.