Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 1 17-10-2007 , 07:37 PM
Registered User
Join Date: Mar 2007
Posts: 1,055

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
Moderator
Join Date: May 2003
Location: London
Posts: 1,001
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
Radical Edward's Avatar
Registered User
Join Date: Jan 2006
Posts: 234
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
Registered User
Join Date: Mar 2007
Posts: 1,055
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
LauriePriest's Avatar
Moderator
Join Date: May 2003
Location: London
Posts: 1,001
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.

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads