I am stuck at the point of getting a bump relief with one image applied as a displace modifier, in Blender render I get results but not for the materials and correct lightning.
What I am doing wrong:spin:? Below attached an screenshot image, if someone can quickly know what is wrong and why I am not getting in Cycles Blender the desired bump dept in my tube mesh?
from a beginner level I am a bit confused about how to charge the generated images from crazy bump to a tube mesh, and if its necessari in this case, for a vessel simulation… if anyone knows a good tutorial to solve my issue I will be grateful. Thanks in advance I can post more images about the render settings or materials etc…
This “Normal Map” node has nothing to do here. Delete it and you’ll see immediately the difference.
The only useful thing to replace this node is a Math node (Converter category) to multiply the Color by a (usually small) value to control the bumps.
thanks for your comment, but still can’t get the bump displacement in the cycles render, I’ve deleted the Normal map node and still looks exactly the same result … Sometimes I think starting from the beginning would be better.
And sorry, but I don’t know what you mean with this, is part of the solution or just regarding the normal map replacement?
kind regards from a Blender beginner.!
Here we go for another over-fancy forum render…
And the node tree:
Here, I used a procedural texture with a color ramp to give it some colors but that’s the same thing than a regular image.
First, note that I used a Texture Coordinates node. Without it, Blender will want to apply the texture using the UV map… and if you didn’t unwrap your object (as I guess you didn’t), it doesn’t work well. That’s the reason of your failure. (If you don’t want or can’t unwrap your object, Object or Generated coordinates must be used.)
Next, the RGB to BW node. It’s not really necessary since Blender will do the conversion any way but it’s a reminder that we’re not dealing with colors any more.
And the Math node. That’s the way to control the height/depth of the bumps and holes besides what the bump map already says. Bump maps are only a trick so they must stay subtle or else you’ll soon see the trick if you look from the wrong angle. Sometimes Cycles also does ugly things if you try a too strong bump map. If that’s what you want, you better use the Displace modifier.
To finish, the blend file, if you want to play with it:
Forum Bump3.blend (126 KB)
With all this, you should soon become a master of the bump maps.
many thanks for your advices and apported material, really usefull.
Following your thread about my non UV unwrapped mesh, in this image you’ll see my results of doing it on the way of UV displacement image material… In fact my image uses a custom texture and I assume that the best way to make bump displacement to a material would be projecting UV image unwrapped?¿
I couldn’t really discover your texture material in your last post, but your advice is giving me a good results … What you think? How could I have less noise in my image? and I also see in my render a kind of black lines like if was another feature of depth…
If you consider the way that you used in your material is the best way! I will follow attention of how you did it… Always thinking that I have to map it with my custom textured material.
Invalid attachment… You don’t have 10 posts, you can’t attach. Upload to http://www.pasteall.org/ and copy/paste the link in your post.
If you use a custom texture, it seems logical that you want the bump map to match more or less this texture… so you must use the same UV mapping for both of them.
The texture I used in my blend file is a procedural texture: Noise Texture. Blender calculates it on the fly. You can’t see it anywhere but in the rendering. Since I use this noise both as texture and bump map, it’s obvious that both use the same UV mapping.
And “my” way isn’t the best. It’s just one of the 2 possible ways to do bump maps in Cycles. You just don’t have much choice. If you look at a few Cycles bump maps, you’ll always see the same thing:
Texture Coordinates node --> Image/Noise/Voronoi/etc Texture node --> Math/Color Mix/etc node --> Displacement socket.
(With infinite variations in the middle but not at both ends.)
Thanks sir, here’s the image:
I’ll follow your comments! I appreciate a lot
To normal map something, the output from your “Normal Map” node should go into the “Normal” inputs in the shaders. If you physically want to displace the mesh, use the displacement modifier, not the “Displacement” input of the material output node.
@sokon: I just looked at your snapshot. If your “tunnel” is just a cylinder, it would be better to disable the Curve modifier and to unwrap it with Cylinder Projection. Your UV map will look like a perfect rectangle and you’ll have only 1 seam to hide.
Note that your must align your cylinder with an axis and switch to an orthographic view where your cylinder looks like a rectangle before to unwrap with Cylinder Projection.
And when the unwrap is done, you just re-enable the Curve modifier. The result should be close to perfect.