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. -- GMX DSL Doppel-Flat ab 19,99 Euro/mtl.! Jetzt mit gratis Handy-Flat! http://portal.gmx.net/de/go/dsl