Ah, ok.
You wrote about it, but I seemingly hadn´t understood it correctly.
Then I must say that I never had that bug, never had one bump reset to zero.
Perhaps got something to do with the exact configuration of your animation?
However, sounds like a bug to me.


Greets

Martin

-------- Original-Nachricht --------
> Datum: Sun, 27 Feb 2011 14:38:45 -0500
> Von: Jean-Sebastien Perron <j...@neuroworld.ws>
> An: user-list@light.realsoft3d.com
> Betreff: Re: 2 normal bump mapping doesn\'t mix

> No, the cause of the problem is that one of the bump was set to 0.0.
> Strange because they were both working separetly and wen mixte together, 
> one reset to 0.0
> 
> Jean-Sebastien Perron
> www.NeuroWorld.ws
> 
> 
> On 11-02-27 02:12 PM, mengil...@gmx.net wrote:
> > So, it works now, but I´d still like to check what could have been the
> problem.
> >
> > I´ve just tried it out myself and found some possible problems.
> > Well, to be honest it´s just one possible problem and that is:
> >
> > Adding bumpmaps works. Adding displacementmaps works.
> > But you have to make sure that in the advanced material properties they
> are handled correctly.
> > To be more precise - there are basically two ways to ADD a bump to a
> surface, and that is to either set "bumpnormal =PLUS bumpmaptexture", or to
> set "bumpnormal =EQUALS bumpmaxtexture".
> > This both works.
> > But if you´re adding two bumpmaps of which one´s bump is defined as
> _being equal_ to it´s bumpmaxtexture, than it could happen that:
> >
> >   - Bumpmap one adds it´s bump
> >   - Bumpmap two resets the bump ("Bump is equal to...") to it´s own
> bump
> >
> > At least that seems to be the case, based on my quick experiment now.
> > So probably that also was the case with your project?
> >
> >
> > Greets
> >
> > Martin
> >
> >
> > PS: Displacement mapping seems to work better in either way.
> > I thus would just use it instead of bumpmapping where it is applicable.

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