The color is changed dark. And Specular Reflection is not working, I can't control that. Attachments: Up to 5 attachments including images can be used with a maximum of 2. There is not normal map in my program. But I already tested two case, it's not working. Then I download Arnold render from this site, there is normal map.
This is the place for Arnold renderer users everywhere to ask and answer rendering questions, and share knowledge about using Arnold, Arnold plugins, workflows and developing tools with Arnold. When posting questions, please be sure to select the appropriate Space for your Arnold plugin and include the plugin version you are using. Please include imagesscene and log files whenever possible as this helps the community answer your questions.
To try Arnold please visit the Arnold Trial page. Fix Dark shadows and Rainbow Normal Map? Why do my normal maps appear to be inverted? Find posts, topics, and users Ask a question. Home MAXtoA. First at all, sorry for my bad ENG. I'm using 3ds MAX This is basic setting.
They are look like almost same. But I add normal map, it didn't works well. I try change gamma 1, 2. Also It's not X Y Z direction problem. Every normal map make same result. This is same setup but ART render. It looks like right result. How I fix that normal map problem? Current Visibility: Viewable by all users. I don't see a problem, once wired up. It was just override problem. Thank you so much for a kind answer!! I also recommend to use Arnold lights, but the used lights also work.
Best regards, Michiel.Texture Maps Explained - PBR Workflow
I share test scene.You can use a bitmap file or procedural map as a Bump map, which makes an object appear to have a bumpy or irregular surface. When you render an object with a bump-mapped material, lighter whiter areas of the map appear to be raised, and darker blacker areas appear to be low.
A Bump map uses the intensity of the map image to affect the surface of the material. In this case, the intensity affects the apparent bumpiness of the surface: White areas protrude, and black areas recede. Use a Bump map to take the smoothness off a surface or to create an embossed look.
Keep in mind, however, that the depth effect of a Bump map is limited. If you want extreme depth in a surface, use modeling techniques instead.
For example, the Displace modifier pushes surfaces or faces in and out based on the intensity of a map image. Using a Displacement map is another way to emboss a surface. Grayscale images can make effective Bump maps. Maps that shade between white and black generally work better than maps with hard edges between the white and black areas.
Normal Bump Map
The Bump map Amount setting adjusts the degree of bumpiness. Higher values render as higher relief; low values render as low relief. The bumpiness is a simulation created by perturbing face normals before the object is rendered. Because of this, bumps don't appear on the silhouette of bump-mapped objects. To assign a Bump map:. If you choose Bitmap as the map type, 3ds Max opens a file dialog that lets you choose the image file. Alternatively, you can use the Slate Material Editor to wire a map node to the Bump component.
Note: The effect of a Bump map is not previewed in viewports. You must render the scene to see the bump effect. Tip: To avoid aliasing caused by a 2D bump map, go to the bump map's Coordinates rollout. Set Blur to be in the range 0. The default Blur and Blur Offset values work well for mapping other material components, but for bump mapping, lower Blur and higher Blur Offset values give better results. Tip: When using a Standard or Raytrace material, if you notice aliasing in the bump highlights, try turning on supersampling and rendering again.
Note: Most controls on the Output rollout don't affect bump maps. Only the Invert toggle is considered: It reverses the direction of the bumps. Procedures To assign a Bump map: Click the map button labeled Bump. Choose from the list of map typesand then click OK. Use the map controls to set up the map.I have been experimenting with bump mapping in 3DSMax 9 — I had earlier used it with mixed results, and find the available help sometimes fragmented. Basic information on bump mapping is on the Auran TrainzDev Wiki.
These are a few notes on some of the things to do in the process to make successful bump mapped assets in Trainz. The plug-in generates the normal map by calculating the greyscale contrast. White is high, grey is flat, black is low. Note that for Photoshop you are required to convert the original texture to a greyscale, while PSP can only operate on the full color image. In PSP the downloaded file is placed in the plugin directory — you may have to create the directory first in the PSP program installed files.
The plugin will then show in PSP for selection. NVidia Plugin Download. An example bump map courtesy of the Trainz site shows the bump image created with the filter.
The example image below is part of a texture I used for the GG20B locomotive. If you use layers in PSP, you need to merge them all together before applying the filter. Note that particular attention is paid to detailing the vents in the body, make dark lines below a vent slot and light lines above.
This will then have the correct raised or sunken appearance in the final map. In the bump map you can see how the final effect might look, with the light green areas being highlights on the model. Normally you do not edit the bump map, if it looks wrong go back to the original texture and make adjustments.
Sometimes there are parts of the original that do not require the bump effect, like painted on lettering, and you do need to edit the normal map to correct the result, just copy an area of uniform blue over the effected parts — you can see the result of the filter on the Amtrak name for a second GG20 model. Alternatively, delete the lettering from a second copy of the main texture and generate a bump map to suit if you have the lettering on a separate layer in PSP you can hide the layer when making the bump map file.
Use the copy with the lettering as the main diffuse texture in 3DSMax. In the center you can see how the Amtrak name really stands out, and would look unrealistic on the model.This map is typically assigned to the Bump or Displacement component of a material, or both at once.
Using the map for Displacement can correct edges that look too smooth, however extra faces are added to the geometry. For more information on Normals maps, see Baked Texture Elements. When you manually save a file to be used as a Normal Bump map, be sure to choose Gamma Override, and set the Override value to 1.
Normal Bump maps save calculated values that are precise, and visual correction is not needed. Use the spinner to increase or decrease the map's effect. By default, the Normals map's red channel indicates left larger values versus right smaller valueswhile green indicates down larger values versus up smaller valuesand blue indicates vertical distance.
The controls in this group let you adjust that interpretation. The Method group lets you choose which coordinate to use on the normals. These controls are the same as those in the Projection Options dialog. This is the method to use for objects that both move and deform, such as animated characters.
This method can be used for stationary or moving objects, but not for objects that deform: If the object deforms, the projection will appear incorrect at some frames. This method is useful mainly for stationary objects seen only from a single angle; for example, a statue seen through a window. Applies a texture-baked Normals map to a material. Additional Bump This optional component can contain an additional map to modify the bump or displacement effect. It is treated as a regular Bump map.
Channel Direction group By default, the Normals map's red channel indicates left larger values versus right smaller valueswhile green indicates down larger values versus up smaller valuesand blue indicates vertical distance.
Tip: If you notice artifacts in Nitrous viewports when you use a Normal Bump map generated by another application, try changing the Normal Bump option on the Preferences dialog General panel. Note: Autodesk 3ds Max corrected a Normal Bump map issue that appeared in versions prior toin which 3ds Max used a different tangent basis generation method than other rendering systems. There was no way to change this method. As of version3ds Max provides three modes, each compatible with a particular method: 3ds Max, Maya, and DirectX.
See Normal Bump Mode group. Method group The Method group lets you choose which coordinate to use on the normals. Tangent The default. Project at a tangent to the target object's surface. Local XYZ Project using the object's local coordinates.
Screen Project using screen coordinates; that is, flat projection in the Z axis. X is horizontal, increasing in a positive direction to the right; Y is vertical,increasing in a positive direction upward; and Z is perpendicular to the screen, increasing in a positive direction toward the viewer. World Project using world coordinates. Parent topic: 2D Maps.In the example shown here, a metal normal map is used in the normal channel and separate plank texture is used for the bump channel.
Care needs to be taken for correct gamma correction of any bitmap textures assigned here. Some software packages generate normal maps that include a 2. The mapping channel that defines that UV space can be specified with the map channel parameter.
V-Ray assumes that the blue B component is "up" for the normal map the direction along the surface normalwhich means that the "neutral" color of a normal map is RGB, This can be swapped with the green G channel using the swap red and green parameter. This is needed for maps produced by some software packages. Some software packages assume that the green G component of the normal map is the "up" direction along the surface normal.
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A t tachments 2 Unused Attachments Page History. JIRA links. This is a legacy documentation space! Please refer to V-Ray Next for 3ds Max for most up-to-date information. This page provides information on the Normal Bump Texture. Page Contents. Linking in the other direction is not recommended.A Displacement map displaces the geometry of surfaces.
The effect is similar to using the Displace modifier. Unlike Bump mapsa Displacement map actually changes the geometry of the surface or patch tessellation. Displacement maps apply the gray scale of the map to generate the displacement. Lighter colors in the 2D image push outward more strongly than darker colors, resulting in a 3D displacement of the geometry. The Displacement Amount value is measured as a percentage of the diagonal of the bounding box for the object that contains the patch or surface.
This makes the displacement effect consistent for all surfaces in an object, and it also means that when you scale the object, the displacement is scaled with it. You can apply a Displacement map directly to the following kinds of objects:. With other kinds of geometry such as primitives, extended primitives, compound objects, and so on, direct use of a Displacement map is unsupported. Disp Approx works with any kind of object that you can convert to an editable mesh. The effect of a Displacement map isn't visible in viewports unless you use a modifier:.
Under certain circumstances, such as when the underlying mesh is fairly simple, using a Displacement map on an editable mesh can cause problems because of the way the underlying mesh is tessellated.
When this happens, smoothing does not work properly and you can see the underlying wireframe mesh in the surface itself. To correct this problem, use these techniques:. If you choose Bitmap as the map type, 3ds Max opens a file dialog that lets you choose the image file. To apply a Displacement map to other kinds of objects:. You can adjust the Disp Approx modifiers parameters, or you can leave them at their default settings. Warning: A Displacement map can generate many triangular faces per surface, sometimes over one million faces per surface.
While using a Displacement map can produce impressive results, it can cost a lot in terms of computation time and memory.
Note: If you apply a UVW Map modifier to the surface, all maps obtain their coordinates from the modifier except for the Displacement map, which always obtains its coordinates from the original surface or the Disp Approx modifier. Choose from the list of map types, and then click OK. Use the map controls to set up the map.
To apply a Displacement map to other kinds of objects: Select the object. Go to the Modify panel and choose Disp Approx from the Modifier drop-down list. Open the Material Editor. Click the map button for Displacement.Forum Rules.
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Add Thread to del. January 30th, 1. Bradley DeWald. Normal Maps with vray in 3ds Max? I can't seem to get normal maps to work with Vray in 3ds Max. Can somebody point me in the right direction? Share Share this post on Digg Del.
January 30th, 2. Scott Schroeder. Re: Normal Maps with vray in 3ds Max? If I remember correctly the method the normal map is displayed in plays into how your normal map is shown, at least for the standard normal bump map. If I can push past the fuzz in my head, I think either world or screen will give you better results than the default tangent. The Vray normal map doesn't use this so I'd say use the Vray one since it's simplified. Does your normal map have the height map in the alpha channel?
In many game engines, normal maps like to have the height map in the alpha or referred from a height map file so it knows how far to push the normals. January 30th, 3.