Reply To: Painting Piero’s Feather Textures in GIMP: Duerer’s Progress

Forum Archive Painting Piero’s Feather Textures in GIMP: Duerer’s Progress Reply To: Painting Piero’s Feather Textures in GIMP: Duerer’s Progress

#60701
Ingmar Franz
Participant

    @spikeyxxx It’s essentially the same what @theluthier did at the end of this lesson when he placed a “Math Node” between the “Bump Texture” and the “Displacement Socket” of the “Material Output Node” in order to reduce the bump effect:

    Combined in one image:

    I just added the “Separate RGB Nodes” just to show that I want to put a single value into the “Multiply Node” although Blender would do that same conversion in the case of a greyscale value as color input. 

    The best solution would certainly be to use a “Bump Node” and plug it into the “Shader Nodes” as the “Blender Manual” shows it here:

    Inputs

    (…)
    Height

    Scalar value giving the height offset from the surface at the shading point; this is where you plug in textures.

    (…)

    Blender obviously does the correct conversion when plugging in a “Color Value” from a “Texture Node” directly into the “Height Socket”. (What conversion is this compared to the “RGB to BW Node”?)

    Plugging the “Bump Node” directly into the “Material Output Node” doesn’t work.