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Shader |
Description |
Image |
Specifies an imported image to be used as the source of the bump map displacement (see Creating Image-based Shaders) |
Bricks |
Many of these parameters are the same as for Color Shaders; additional bump-specific parameters follow |
Noise |
Many of these parameters are the same as for Color Shaders; additional bump-specific parameters follow |
Pavement |
Many of these parameters are the same as for Color Shaders; additional bump-specific parameters follow |
Tiles |
Many of these parameters are the same as for Color Shaders; additional bump-specific parameters follow |
Parallax Offset (%) |
Sets the amplitude of the parallax mapping. Positive and negative values can be entered. Parallax mapping enhances bump mapping by giving textures such as bricks more apparent depth, without the performance slowdown that can be associated with displacement mapping. Unlike displacement mapping, parallax mapping appears flat in silhouette. |
Displacement Mapping |
For realistic bump textures, displacement mapping creates texture and bumpy details with a rendering technique that appears embossed, projecting the geometry outward from the surface.
This mapping applies only to Final Quality Renderworks and Custom Renderworks when Displacement Mapping is enabled in the render options. Rendering can be significantly slower with displacement mapping. If an image bump does not provide the desired results, try a noise bump shader. |
Height |
Specify a non-zero height to enable displacement mapping; large height values may result in longer render times |
Detail |
Sets the level of detail for displacement mapping; requirements and results vary depending on the texture and the surface’s face size. Textures without too much bump detail and a large face size, such as boards or stones, render with less detail and can be set with a lower level of detail; fine, faceted textures like grass or leaves may require a high level of detail, which also requires more rendering time. Conversely, very large surfaces, like a ground plane, may need higher levels of detail to see the displacement. |
Self-Shadowing |
Adds shadows to the displaced geometry, increasing realism as well as rendering time |
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