mib_bump_map

 
 
 

Category: mental ray > Texture

Shader Family: Texture

Output: Vector

This shader applies a texture to the normal vector by evaluating the texture at multiple points to compute U and V gradients. These gradient are multiplied with the basis vectors, combined with the original normal, normalized, and written back. It also returns the normal state > tex is left undefined.

Name

The name of the shader node displayed in the render tree. Enter any name you like, or leave the default.

u, v

The bump basis vectors. They can be generated from another base shader, such as mib_bump_basis.

coord

The texture coordinate for which the bump should be calculated.

step

Offsets to the coord value. The shader samples three times:

at (coord_x, coord_v)

at (coord_x + step_x, coord_v)

at (coord_x, coord_v + step_v)

The resulting U and V gradients are multiplied by the u and v basis vectors, respectively, then multiplied by the factor, and finally added to the normal, which is then renormalized.

If the step components are 0, they default to 0.01.

factor

Controls the strength of the effect. If it is 0, it defaults to 1.

torus_u, torus_v

Specifies that when step is added to coord, the result (X, Y, and Z) should be wrapped back into the interval [0 ... 1].

alpha

If this option is on, it specifies that the alpha component should be used instead of the intensity of the color texture (tex).

tex

The color texture or shader to be looked up three times. (Only use shader assignment using the = notation if the assigned shader returns a shader.)

You can Edit the image clip, or get a New image clip from file or from source. For more information about working with images, see Managing Image Sources & Clips [Data Management].

clamp

This option restricts the bump mapping area to the [0, 1] texture coordinate range.