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Where is my bump ?

Home Forums Graphics / 3ds Max Where is my bump ?

Viewing 7 posts - 1 through 7 (of 7 total)
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  • #31137
    NaxosCG
    Customer

    Hello there,

    I’m a but frustrated because within 3dsmax it looks nice and metally and bumpy, then in Verge3D it is dull and not very bumpy…

    What did i make wrong ?

    "1+1=3... for large values of 1"

    #31140

    Please show a screen shot of the material nodes in 3ds max or better share a max file with the material and textures.

    Co-founder and lead graphics specialist at Soft8Soft.

    #31141
    NaxosCG
    Customer

    I had to lower roughness, and raise up metalness…
    In fact, we have to test a lot as 3dsmax viewport is not hyper close to Verge3D’s render.
    We already knew that, but it is a bit more far away than espected.
    So we do have to go further…

    "1+1=3... for large values of 1"

    #31143

    If you want to get help you need to share a material, may be it’s just a bug.

    Co-founder and lead graphics specialist at Soft8Soft.

    #31152
    NaxosCG
    Customer

    Here it is

    "1+1=3... for large values of 1"

    #31154

    Here it is

    Ah, yes, it’s because of roughness. The roughness in max’s viewport (2020 and eralier) works different. If you set roughness of the material to 0 you will get the same result. You can use Max 2021 where roughness in the viewport has better support so it closer to the Verge3D engine.

    Co-founder and lead graphics specialist at Soft8Soft.

    #31158
    NaxosCG
    Customer

    Here it is

    Ah, yes, it’s because of roughness. The roughness in max’s viewport (2020 and eralier) works different. If you set roughness of the material to 0 you will get the same result. You can use Max 2021 where roughness in the viewport has better support so it closer to the Verge3D engine.

    good to know, i’ll go to max2021 when they will release 2021.2 or 2021.3… always wait for hotfix from adesk ;-)

    "1+1=3... for large values of 1"

Viewing 7 posts - 1 through 7 (of 7 total)
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