Bump Map - Surface Depth

Hi. So I'm already pretty sure that my answer just boils down to--different version of Blender, but I'm trying to learn the new equivalent, I suppose? I'm at timestamp 15:40 in this video and my planet looks nothing like that. While his has obvious texture for the peaks and valleys, a roughness when viewing the normals, mine appears to have a much gentler gradient of purples and pinks. For my bump settings, both are set to 1. "Filter Width" is new, he doesn't have it. I thought maybe that was the culprit but both taking that value high up or down low does nothing for this. Currently I have it set to 0.001, because 0 just turned the whole surface black. (Note, currently the "normal" of bump node is connected to the "surface" of material output. I tried finding my answers and it seems like Blender 5 is smoothing it all out as a feature, but in this case I'm trying to match the effects closely. Any suggestions or explanations?



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  • Grady Pruitt(gradyp) replied
    Solution

    I think there's 2 things at play here that are making the results appear different. First, the noise texture now has a Lacunarity setting, which is at 2 by default. If you drop this down slightly to 1.5 (on both noise nodes) and the roughness down slightly (like around .7 instead of .8), that will get results a lot closer to what Kent got. I haven't found exact settings that would match, but playing around with those did get it to match closer at least.

    The other thing that could be that the bump node has a filter setting that it didn't used to have. the default of .1, but I think playing around with that has less of an affect on things.

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  • Grady Pruitt(gradyp) replied

    I don't think it really matters if you get something that will "exactly match" as much as finding something that will at least get closer to what he had :D

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  • Martin Bergwerf replied
    Solution

    Hi Dejuan,

    As for the Filter Width, I wouldn't set it too low. The default of 0.1 is usually fine and if you want the 'old' behavior set it to 1.0 (this means effectively no sub-Pixel filtering).

    Also, go easy on the Factor of the Linear Light Node, it's very sensitive.

    And increase the Scale of the first Noise Node; you rarely want to use the same Settings for different Noise Nodes,; always try to break up uniformaty to make it look less procedural.

    Lastly, make sure you use the same Texture Coordinates as in the video and see that your Size of the planet matches and that its Scale is Applied (in Object Mode, CTRL+A > Apply > Scale).


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  • Dejuan Johnson(runawayjester) replied

    Thank you so much! I would have never circled back to the Lacunarity setting (I've never seen that word in my life), but that really did make the difference.  :D Yeah I just needed to get close in case I had a use for it in my own work. It seems that 5 has a lot of new settings that'll give me more control as I learn them. I appreciate all your help in helping bridge the gap. 

    EDIT: I forgot to apply scale again! Thanks for catching that. And for the note of about varying the scales. I just applied scale and it made a big difference--I'm going to play around with these settings at the new scale to make sure I understood them. Appreciate your as well - very helpful advice!

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  • Grady Pruitt(gradyp) replied

    I think the Lacunarity came in 4.x but I could be wrong :D

    Either way, glad that helped :D

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  • Martin Bergwerf replied

    The Lacunarity is for creating Musgrave Textures and shouldn't be touched for 'classic' Noise. And yes Grady gradyp , that was introduced in Blender 4.1, when the Musgrave Node got integrated inmto the Noise Texture Node.

    Of course there is absolutely nothing wrong with playing with the Lacunarity and changing it, if that gives you the effect you want, But if t you're trying the get the 'same' result as in this Course, leave it at its default of 2.0.

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  • Grady Pruitt(gradyp) replied

    When I tried testing the same settings as the video to try to help, leaving lacunarity at 2, it didn't match the video, but when I adjusted the lacunarity, it at least came closer to what he had in the video, so there must be some other difference somewhere.

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  • Martin Bergwerf replied

    Very oversimplified, the Noise Texture is a sine-based Noise and if you increase the detail from 1 to 2, you combine the Noise with a smaller version of itself (recursion), the Scale of that smaller Noise is 2 times the Scale of the original. With Detail set to 3, it's combined with yet another Noise, this time with a Scale 4 times the original, etc.

    That factor 2, is the Lacunarity. So, setting the Lacunarity to 1, means you are combining the Noise with itself and changing the Detail will have no effect.

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