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Hi @lopsided This is a bit weird, but expected. The params = mi.traverse(scene)
params['cube.vertex_texcoords'] = ... Alternatively, you could build your own cube mesh with the correct UV-mapping and then loading it as a |
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I have a polyhedral shape that I am fitting using some inverse rendering. This is working quite except the objects in real life have slight defects and imperfections on the surfaces. I thought I could model these with a bumpmap bsdf. However, when I try this it seems that the bumpmap is repeating on every surface of my shape. Maybe this is just the expected behaviour? Is there any way to get around this - a bumpmap for each surface for example? Or some other option I might have missed?
MWE:
Output:

Is there any way I can get the bump to appear on just one of the cube faces?
Thanks!
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