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3D Studio Max: skylight ignores the bump map. Please help.
show user profile  ncuxonama
I have a mdoel with applied normal bump map in the bump slot with a value of 100. When i render with the lighttracer activated without any light in the scene i get this:

This is what i actually want to get, but i also i want to render to texture a diffuse map with little shadows. So here im putting a skylight in the sceene:
Lighttracer settings:

Rendering the image and:
Bang! There is no bump mapping at all... the shadow effects has gone. And the model lost its depth. Could someone help me with fixing this ?
read 807 times
2/3/2011 7:29:34 PM (last edit: 2/3/2011 7:29:34 PM)
show user profile  ScotlandDave
The bump will only really show up with lighttracer on glancing angles in less illuminated areas from what i remember. Also, because you have a mostly smooth round surface there`s nothing causing shadow/occlusion onto the model - except the area around the nose. I`d suggest first try a simple 3 point light setup and then do the skylight turned down a notch..

PS No image tags needed here..

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read 795 times
2/3/2011 8:55:27 PM (last edit: 2/3/2011 8:55:45 PM)
show user profile  ncuxonama
I have seen some video tutorials where, they put the normal map in the normal bump map slot and the normal bump in the bump map slot, exactly as i am doing it right here. They do it with the same smooth surface without hard edges, they put a skylight and and a light tracer activated and they render Ambient occlusion maps that includes the bump map too. Im doing the same thing but i only get the occlusion near the nose, mouth and eyes as you sayd. It looks like i will have to use xNormal with the High poly mesh from zBrush and the low poly from MAX to create the AO map and that way i will create the shadows for the texture, but still when i render with skylight i will lose the bump map and i will only see the diffuse map.

If i use a target spot light everithing shows up but i need a light from every angle so i wont get soo much black shodows at the AO map near the edges where the UV's are cut. And if i put like 4-5 target lights i will get very very shiny image and that way i will lose the 3 dimensional illusion of the model.
read 766 times
2/5/2011 5:05:55 PM (last edit: 2/5/2011 5:05:55 PM)
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