Category: mental ray > Texture
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 Exchange]. |
clamp |
This option restricts the bump mapping area to the [0, 1] texture coordinate range. |
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