Hi,
I am exposing here an issue (maybe it is not), but when I try to assign the Color adjust card output to the bump channel of my material it doesn't...
I would like to use the same texture map as a starting point then adjust it to enhance its application according to the channel I want (Specular, Bump...). Please look snapshot attached.
Thanks for your help !
Benjamin
Based on your sample screenshot, the image used for bump mapping is basically converted to B&W and you wouldn't need color control.
Hi Chad, Thanks for feedback :)
I fact I want to use a modification node to increase the contrast between the white and the black area... keeping the same mapping parameters...
But it seems that's impossible here...
My suggestion is to simply copy/paste that node in your Material Graph (essentially duplicating it), and plugging it in where it needs to go. The "sync" option should be checked allowing you to move/scale as needed, but you can then adjust each texture or parameter as needed.
This usually leaves my material graphs a little cleaner, instead of double or triple duty-ing them. You may see issues when using the same texture in too many nodes.
The limitation is that you can't assign an utility node to the bump channel of a material (but "backside color mask" utility node if experimental features are on)
maybe one release we get this control.
For now you can copy your texture file, change it with a graphic tool (like Photoshop or something similar) and use refresh in KeyShot to effect the bump.
Quote from: BenG075 on October 12, 2016, 08:57:54 AM
Hi Chad, Thanks for feedback :)
I fact I want to use a modification node to increase the contrast between the white and the black area... keeping the same mapping parameters...
But it seems that's impossible here...
Hi Benjamin,
I haven't tested to see for sure but would think adjusting the bump height parameter would be the equivalent.
Chad