Heavily Tessellated wrote:Hi forgeflow.
I highly doubt it's Lux itself; while I don't know a single person who uses OS X nor Cinema 4D, I do know lots of people that run Blender on multiple linux systems. And I / we use
procedural bumps with Lux every day... I'm sure if something as simple as an imagemap bump was broken that bad, the community would be howling.

You're seeing two things: One of them is that some of what you think is a reversed bump is due to a trick of the light, because of angle and global illumination.
The problem? It's the UV mapping. It's a just bad example. I'll assume you know what you're doing and you cube-mapped a sphere and changed the UV scale to accentuate the errors, but without any pinned edges, constraints, or proper unwrapping, that,
in and of itself, is causing the error you see. Let me show you a higher resolution version.
(I disabled your wavy bump and widened the 1-pixel "trench" for effect.)Can you explain how you
wish it would look? I could definitely help you there, as long as it makes sense when you translate it into C4D. Hopefully someone who knows that program or the exporter will pop by this thread.
abstrax is definitely the one to talk to, and I see your other C4D threads, so hopefully you'll get a solution soon!
But I'm pretty sure this is one of those times where the computer is doing
exactly what you're telling it to.

Good luck!
It's definitely not a trick of the light. Same scene, same lighting, in C4D:
http://planets.shacknet.nu/images/c4dweirdissue.jpgHere's what I really am trying to do. I have a large building model that I can texture using procedural textures in Cinema4D and everything renders perfect. Of course, none of C4D's procedural textures translate to Lux, so I have to convert everything to a bitmap where I can. C4D has a perfectly reasonable cube-mapping option, that can take a flat repeating texture, and maps it front-back,top-bottom,left-right onto the very large and detailed building model, and all of the bumps come out the right way. Of course, Lux does not have a cube-mapping mode, so I was advised to convert the cube-mapping to UV mapping, which C4D certainly has the tools to do. If I take that exact same model and lighting and render it IN C4D, the bumps come out the right way on the model. It is only when I export the thing to Lux that it all goes south - Some bumps go in, some bumps go out, and its not predictable where on the model the bumps will be the wrong way around.
If I take the time to break the model down into constituent parts, and bake the texture to a properly created UV map, then yeah, Lux renders the bumps the right way around on the surface. So, no, I'm not trying to cube-map a sphere - I just grabbed the simplest example object that displays the problem. I could upload the actual model I really am trying to texture, but is a bit on the large size... Breaking the building down into digestible parts is tedious work, but right now, its my only option.
Re: the tight bump map: I do actually know what I am doing

. The problems I am encountering are due to the fact that the C4D exporter to Lux is in the very early stages, so I am trying to work beyond it's limitations. C4D renders the bump like this:
http://planets.shacknet.nu/images/c4doutput.jpgLux, not so much:
http://planets.shacknet.nu/images/luxoutput.jpg You'll notice that on the rounded column on the right, the bump is light at the top, dark on the bottom, opposite to what it should be.
Finally, if I wanted to use Blender, then I would be... I'm not a fan of the program or how it works (I personally think the interface is awful). I imagine people using the exporters for 3D Max, and other programs feel the same way. I do not think this is an issue with the exporter per se. It MIGHT be an issue with how the UV map is being created in C4D, but on the other hand, C4D renders the bumps correctly, even if it's maps are "weird". I didn't go out of my way to create a bad UV map - I simply cube-mapped the texture, and told C4D to create UV coordinates for it, the same procedure I wanted to do with the actual building model. Having said that, I WILL let Blender have a go at producing a proper cube projection map of this particular object. If that's the cure, then so be it.
abstrax is the one who told me to post in here, as he couldn't sort out why it wasn't rendering properly
abstrax wrote:Ok, I had a look and couldn't figure out what's going wrong. Maybe it's because the UV coordinates are all out of the 0,0-1,1 interval, but I don't think it's the reason, as you can observe this problem even on a simple sphere object. So I think it's an issue with LuxRender. I guess the best thing to do is to reduce the scene to 2 polygons (1 with correct bump and 1 with incorrect bump), post it in the user support forum and let the devs figure it out.
Try as I might, I could not get the problem to appear with 1 polygon. While I agree that it's probably ultimately a problem with how C4D is producing the UV coordinates, my personal view is that Lux should be less sensitive to the issue...
