Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 17-10-2007 , 07:37 PM
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Bump map problem with SSS fast skin

Hi,

whenever I apply my bump map to my sss fast skin material (I have created the placement node and attatched manually) it is giving a result as if I had left the UV layer on in the bump file (so he gets lines of bumps all over him, tracing his uvs).

The thing is is that the bump map is a flattened targa and does not contain the uv layer at all. The exact same file gives the correct result when used with a lambert shader; but put it with the sss, and the only bump it gives is the uv lines, which aren't even in the file.

This has completely confused me, anyone able to help?

thanks,

gubar

# 2 18-10-2007 , 07:30 AM
LauriePriest's Avatar
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I don't think that shader creates a bump utility node. Create the standard maya bump 2D node and make sure you gray-scale data is being turned into normal information.

# 3 18-10-2007 , 08:48 AM
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where is it you are attaching your bump map to? Yesterday I was learning displacement maps with the sss fast simple, and you have to attach it to the shader group, rather than the misss shader itself.

# 4 18-10-2007 , 09:37 AM
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Thanks for the replies folks,

I had manually created the placement node since the sss shader doesn't do it automatically. I have managed to fix it by using a tiff instead of a targa. I still don't know why the targa was doing this but this fix'll do.

cheers,

gubar

# 5 18-10-2007 , 09:49 AM
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Radical- yup allot of things can be attached to the shader group, however bump map is calculated when the surface shader is called so it will always attach to a surface shader of some sort.

Displacement maps are calculated before render time at tessellation so they cant be attached to the surface shader.

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