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Thread: bump maps with mib_ptex_lookup in maya 2013

  1. #1
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    Default bump maps with mib_ptex_lookup in maya 2013

    what is the correct way to use bump maps with the mib_ptex_lookup and mia_material_x in maya 2013?

    thanks
    ron

  2. #2
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    We'd just like to clarify. Are you asking for using a ptex image for a bump map?

    mib_ptex_lookup will do a texture lookup and return a color from the texture. What is the representation in the texture? Or, how do you want that color interpreted?

    Or are you talking about a ptex with multiple layers, one being the bump?
    Barton Gawboy
    Training and Special Projects, NVIDIA ARC
    LAmrUG Forum Originator

  3. #3
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    i am trying to use bump and normal maps i paint or extract from mudbox but i have not been able to get them to work

  4. #4
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    So you are using the ptex lookup to feed into a bump2d node, configured either for bump or normal, and then that is being connected to mia x? The standard bump slot?

    Do you have a simple scene object plus ptex you can post here for example?
    Barton Gawboy
    Training and Special Projects, NVIDIA ARC
    LAmrUG Forum Originator

  5. #5
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    that is correct. also tried using the mib_color_aplha and maya's luninance node. the only thing i get anything from is feeding a normal map, from ptex lookup, into the vector slot of the mia_roundcorners and using that in standard or overall. but it doesn't look right and i'm not even sure if it should.
    i will post a scene a little later.
    thanks

  6. #6
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    So the key question is, what is the format of your ptex bump? Is it a normal?

    The bump2d node is using a single scalar (floating point) value as if it affects height, and converting that to a normal that is used in the standard bump input of the mia x shader.

    If for example, you have bump height in the red channel of the ptex texture, than you can map the r channel of the ptex lookup to the bump value in the bump2d. Or you could average r, g, and b, or use color intensity.
    Last edited by bart; April 30th, 2012 at 20:46.
    Barton Gawboy
    Training and Special Projects, NVIDIA ARC
    LAmrUG Forum Originator

  7. #7
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    this is how i thought it should work:
    https://picasaweb.google.com/1091129...70351071688866

    notice though that i am only feeding ptex lookup into diffuse to demonstrate that the image is coming from mudbox as greyscale, no normals are being perturbed

  8. #8
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    Then, you could just map the red channel to the bump value, right? You shouldn't need an alpha node of any sort in the middle.
    Barton Gawboy
    Training and Special Projects, NVIDIA ARC
    LAmrUG Forum Originator

  9. #9
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    i tried it that way too. attached is a file, with a very low res bump, that demonstrates the ways i have tried to get it to work

    and here is a grab of the hypershade
    https://picasaweb.google.com/1091129...77858066628146
    Attached Files Attached Files

  10. #10
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    Got your example. First I tried just plugging it into the diffuse color, or the additional color for even less processing, but I got nothing.
    Barton Gawboy
    Training and Special Projects, NVIDIA ARC
    LAmrUG Forum Originator

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