There are two issues brought up here, how to connect, and the tiling artifact.
How to connect.
The mi_bump_flakes shader modifies the normal AND returns a color that is the intensity of the flake. So the bump mode if using mia_material_x has to be the original mr mode that assumes the shader modifies the normal. From the Architectural shader doc, "The bump parameter accepts a shader that perturbs the normal for bump mapping. This parameter is only used if the new bump_mode parameter is zero." Further in that doc, "The shaders put into overall_bump or standard_bump should return a vector, but it is also legal for those shaders to modify the normal vector themselves and return (0,0,0)." But mi_bump_flakes returns a color intensity, ie, not (0,0,0), so if you tried to use standard or overall bump as your input for a bump, then that would affect the normal, depending on mode selected, in addition to the normal modified by the shader.
So any reason you cannot put it into the bump input with bump mode set to 0?
Regarding the tiling, we'll look into that a bit more. Got a simple scene that created your example above? Please list your Density, Strength and Scale values.
Last edited by bart; July 4th, 2012 at 21:44.
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