I replaced three’s internal phong shader “bumpmap_pars_fragment” with custom bump mapping where I create a bump map out of an RGB encoded height map which looks like this:
To get a height value per pixel, the R channel is multiplied by 65536.0, G with 256.0 , then height = R + G + B.
This works smoothly beside the following artifacts. I could narrow it down to relate with the G (green) channel – as the G has a discontinuity (compensated by the R channel shifting analogically):
It does not matter whether shadows are enabled or not.
The artifacts change their appearance (slightly) as soon as dFdx/dFdy values are manually scaled up or down. But they never disappear.
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EDIT: I’m pretty sure this is caused by the bump map’s default magFilter = LinearFilter;
which obviously won’t work properly around the discontinuity in the green channel (as it can be seen in the picture at the top of the post).
So when I set the texture’s magFilter = NearestFilter;
, the artifacts disappear – but this grid appears:
Anyone has an idea why this grid is appearing? Or are ther any other approaches on how to achieve a smooth bump map from my height map? Many thanks