| Texture | Bump Filtering | Advanced | Render Tree Usage
Category: Bump
Shader Family: Texture
Output: Vector
Uses an image file to create a bump map. This shader can be connected to any bump parameter in the render tree. You can define
any image to use as a bump, use its alpha, as well as control the bump factor, the bump step, and the normals to use.
By default, the Bump Map Generator is loaded with the noicon_.pic image clip.
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The shader's name. Enter any name you like, or leave the default.
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Texture
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Defines an image clip to use. Click to open a property page for the image clip being presently used. To retrieve a new clip, click and indicate whether you wish to create a new clip or create one from a source.
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Displays the selected image. You can right-click on the image to access the Image Clip Property Editor. If the image is a
sequence, use the playback controls to play the sequence image.
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Bump Mapping
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Switches on the bump mapping parameters.
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Uses the texture's alpha channel to achieve a bump map.
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Clamps the bump map to the area defined by the associated texture projection.
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Defines how "bumpy" the bump map will be. A negative value inverts the bump inward; a positive bump map factor bumps outward.
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Controls the U, V, and Z steps of a bump map. Use this parameter to "smooth" bumps or make them more jagged.
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Projection Method for Bump Basis Computation
When you apply a bumpmap to an object, discontinuities in the object's UV coordinates can cause artifacts in the rendered
object. These options allow you to specify a second projection, with its own set of UV coordinates, that is used only for
the bumpmap computation.
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Activates the second, bumpmap-only projection.
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Specifies the type of projection to use. Choose one of the following:
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for deformed surfaces (shape/envelope): Uses an explicit texture projection, as defined by the second texture projection
drop-down list below.
You should use this type of projection on objects that are deformed by shape, envelope, and so on, because it properly maintains
the "flow" of the bump map across the object's surface. If you use an implicit projection to control the bumpmap, the bumpmap
may appear to swim as the object deforms.
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NURBS only: Uses an implicit UV type projection to compute the bumpmap. Because the projection is implicit, the UV coordinates
are calculated at render time, and not added to the object as they would be with an explicit projection. This projection type
only works for NURBS objects.
You should only use implicit projections to compute bumpmaps on static objects with no deformations. Deformed objects require
an explicit projection to maintain the bumpmap's "flow" as the object deforms.
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Use an implicit projection of the specified type to compute the bumpmap. Because the projection is implicit, the UV coordinates
are calculated at render time, and not added to the object as they would be with an explicit projection.
You should only use implicit projections to compute bumpmaps on static objects with no deformations. Deformed objects require
an explicit projection to maintain the bumpmap's "flow" as the object deforms.
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Selects the texture projection to use. See Specifying a Texture Projection [Texturing].
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Normal
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Uses the object's normal to compute the bump map.
Uses a custom (user-defined) normal to compute the bump map.
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Defines a custom normal direction. The three sliders correspond to the object's UVW coordinates and control how the texture's
UV space corresponds to the surface of the object.
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Bump Filtering
This type of filtering is used for high-detail textures that will be moving near to far from the camera, or vice versa. Use
this filtering as a less memory-hungry alternative to increasing anti-aliasing on a bumpmapped texture. Elliptical filtering
projects a circle (from the camera's pixel) on to the object's surface. Usually, the circle will be elliptical so that all
the pixels within the projected circle will be looked up and computed when a color value is returned for all the pixels in
the circle.
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Enables the elliptical filtering options.
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Defines the eccentricity of the ellipse. The higher the value, the more pronounced the ellipse will be. This parameter defines
the space between the ellipse's radii.
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Defines the maximum number of texture pixels for the minor radius of the ellipse.
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This value is used in the computation of screen-to-texture-space information. If artifacts appear when on objects with highly
curved surfaces, use a value between 0 and 0.3.
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When enabled, magnified areas will be interpolated bilinearly, thus rendering these areas blurrier when seen close up as opposed
to the common blocky look.
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Advanced
Repeats
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Contains the repetition factor in X,Y, and Z. A value of 2, for example, shrinks the texture so that it fits twice in a [0..1]
interval.
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Specifies whether every other copy of the repetition should be reversed so that the successive copies of the texture are alternated.
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Maps the texture space into a range of [0..1] so that values outside 0..1 are remapped to 0..1. E.g.: 1.76 is remapped to
0.76.
This parameter behaves differently when the above parameter is on, since it takes into account the texture alternation in
its repeats.
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UV Remap
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Determines the remapping of the texture image. For a 2D image, only X and Y are used.
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Render Tree Usage
This shader is most often connected to the material node or surface shader. Both of these nodes have a vector (yellow) Bump
Map input. Using this shader is a good way to apply a bump map to an object without affecting the surface (color) of the object.
You could further alter the effect by connecting a Texture Space Generator and/or Texture Space Controller to the Normal input
of the shader.