I’ve attempted to contact Daz3D’s technical support about this matter, but was advised that Daz themselves didn’t develop the Shader Mixer used in Daz Studio and that I should request advice from Nvidia.
I’m attempting to create a custom shader to be used in Iray, for which I need to procedurally generate bump/normal mapping.
This is fine when the Perlin Bump Noise block is told to generate a map of a strength between 0 and 1 - for example, strength 1:
(There would have been a picture here, but the forum won’t let me use more than one image, which is very unhelpful)
But the normals become noticably faceted at higher bump strengths, apparently overpowering the face normal interpolation - for an extreme example, strength 100:
Particularly when finer tiling is used - here’s an example of that at strength 5:
(There would have been another picture here, but again, the forum won’t let me use more than one image…)
For the purpose at hand, I do need to exaggerate the bump noise beyond what’s possible with the range 0-1, but this faceting is also not acceptable.
If this is intended functioning of the Perlin Bump Noise block, what would instead be the preferred method for increasing the bump strengths generated without also resulting in visible facets?
(At this stage, I do not want to resort to subdivision, as while this does somewhat hide the effect, it does not cure the underlying problem with the normals).