hi list, first, a short disclaimer: while only being 'Pinky' in this grand scheme of bump domination, really 'The Brain' is M. S. Mikkelsen (sparky), doing all the math! I just happen to know blender, tiny parts of its code and how to compile it =)
so we started to work on an improvement of the bumpmapping code aka 'newbump' and it turned out it has quite a bunch of flaws. 'oldbump' did a better job in some places, but wasn't all too physically correct. best you check this comparison of blender bumpmap variants: -> http://kishalmi.servus.at/3D/bumpcode/ to avoid confusion, we named our code 'sparkybump', but it's probably going to replace 'newbump' in the long run. note1: oldbump looks much softer with a factor of -5.0 - too soft, if you ask me. I mean -5.0 !?... should result in one hell of a bump, given the image used - but sparkybump produces similar results with factors around -0.2 except its fade out is linear, rather than quadratic. note2: the row at the very bottom is using 5 taps for calculations, giving slightly better results at the cost of speed. it's disabled in the patch, but left for reference + testing. for further insight into this -> read sparkys paper. you'll be glad to hear, that this also fixes some normal-related bugs: [#24591] Artefacts/strange normal mapping when anti-aliasing is on [#24735] Error at the Normal function. [#24962] Normals are not calculated correctly if anti-aliasing is off [#25103] Weird artefacts in Normal it still needs more testing, finetuning and cleaning up, but it basically works and for those of you that want to give it a spin, here's a WiP patch: -> http://www.pasteall.org/17942/diff that's it. now let the feedback roll in! =) cheers, mario _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers