Windows 11 (10.0.22631 SR0.0) or greater (Physical RAM: 64GB)
.NET 7.0.14
Computer platform: DESKTOP
Standard graphics configuration.
Primary display and OpenGL: NVIDIA GeForce RTX 4090 (NVidia) Memory: 24GB, Driver date: 4-2-2024 (M-D-Y). OpenGL Ver: 4.6.0 NVIDIA 552.12
> Accelerated graphics device with 4 adapter port(s)
- Windows Main Display attached to adapter port 0
OpenGL Settings
Safe mode: Off
Use accelerated hardware modes: On
Redraw scene when viewports are exposed: On
Graphics level being used: OpenGL 4.6 (primary GPU’s maximum)
Anti-alias mode: 4x
Mip Map Filtering: Linear
Anisotropic Filtering Mode: High
Vendor Name: NVIDIA Corporation
Render version: 4.6
Shading Language: 4.60 NVIDIA
Driver Date: 4-2-2024
Driver Version: 31.0.15.5212
Maximum Texture size: 32768 x 32768
Z-Buffer depth: 24 bits
Maximum Viewport size: 32768 x 32768
Total Video Memory: 24564 MB
I have an issue on my list to do with bump strength. Right now there isn’t a nice solution but you can go into Tools > Options > Advanced and search for BumpStrengthFactor and increase the amount. Then toggle the Raytraced viewport if it was already active. Play with the value until you have something that looks acceptable.
Note that this is a global setting and persists between Rhino sessions, so keep that in mind.
I have the following version:
Version 8 SR14
(8.14.24345.15001, 2024-12-10).
The problem is still there. I had to increase the BumpStrengthFactor to 500000 (default was 1) to see some bumps in the water in the Raytraced view.
The first picture is in Rendered view and the second in Raytraced view (this is before I increased the BumpStrengthFactor).
After a couple of attempts to fix bump issues in the current SR (8.15) and going forward I won’t be making any further attempts since there are a couple of competing scenarios that I can’t fix in a satisfactory way in the current setup. You’ll still be needing to adjust BumpDistance and BumpStrengthFactor settings.
This cannot be done for procedural textures, which are locked to the standard Rhino maps. Unless they are not affected? Actually, this would make even less sense.
Menu diving to fix a bug that is now a feature seems rather strange.
This is quite fundamental to how bump maps are rendering, and is clearly starting to confuse people.
One of the selling points on the Rhino 8 page is the procedural textures, which are great. But if they require such an obscure and unexposed action to actually get them to work nicely with bump maps, this seems very unfortunate.
Anyone who works with multi-scale scenes is surely going to get frustrated by having to menu dive to get it to work, especially when they forget this after a couple of weeks.