| Texture | Bump Filtering | Advanced | Render Tree Usage
Category: Bump
Shader Type: Texture
Output: Vector value
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.
|
Name |
The shader’s name. Enter any name you like, or leave the default. |
|
Texture Image |
Defines an image clip to use. Click Edit to open a property page for the image clip being presently used. To retrieve a new clip, click New and indicate whether you wish to create a new clip or create one from a source. |
|
Image View Window |
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. |
|
Texture Projection |
Defines the texture space the texture will be applied to. The projection can be defined per object or to all objects in the selection. Object Selection: When multiple objects are selected, defines whether changes are applied to all objects or a specific one. This control updates automatically as you select objects in the scene, as long as the property editor is not locked. Property Selection: Lets you choose a Texture Support. If no texture support has been defined, you can create one by clicking New. If a texture projection is already defined, you can edit it by clicking Edit. Edit: Opens the Texture Support property page for the defined texture projection. New: Defines the new texture projection to be created. You can choose from the following: • UV: Projects the texture along the U and V. • Planar XY: Projects the texture on X and Y coordinates only. • Planar XZ: Projects the texture on X and Z coordinates only. • Planar YZ: Projects the texture on Y and Z coordinates only. • Cylindrical: Projects the texture as though it is a cylinder wrapped around an object. • Spherical: Surrounds the object with a spherical mapping across the whole surface with some distortion. • Spatial: The texture is centered on the scene’s origin. • Cubic: Applies the texture onto the object by first assigning the object’s polygons to faces of a cube, and then projecting the texture onto each face by default. The layout of a cubic projection can be completely customized using the options in the Texture Support property editor. • Camera Projection: The texture is mapped relative to the camera’s center. In this coordinate system, the camera is the center of the “world,” with an up vector, looking toward the negative Z axis. The result resembles an image projected from a camera. The texture will move with the camera and will be affected by any scaling, rotation, and translation. • Unique Uvs (Polymesh): Applies a texture to polygon objects by assigning each polygon’s UV coordinates to its own distinct piece of the texture so that no two polygons’ coordinates overlap each other. • Advanced: Opens the Create Texture Support property page from which you can explicitly define a texture projection. |
|
Enable Bump |
Switches on the bump mapping parameters. |
|
Use Alpha |
Uses the texture’s alpha channel to achieve a bump map. |
|
Clamp |
Clamps the bump map to the area defined by the associated texture projection. |
|
Factor |
Defines how “bumpy” the bump map will be. A negative value inverts the bump inward; a positive bump map factor bumps outward. |
|
Step |
Controls the U, V, and Z steps of a bump map. Use this parameter to “smooth” bumps or make them more jagged. |
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.
|
Enable |
Activates the second, bumpmap-only projection. |
|
Texture Projection |
Specifies the type of projection to use. Choose one of the following: • Explicit UV: 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. • Implicit UV: 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. • Implicit Planar (XY/XZ/YZ)/ Spherical/ Cylindrical/ Lollipop: 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. |
|
Texture Projection |
Defines the texture projection used when the first Texture Projection option is set to Explicit UV. The projection can be defined per object or to all objects in the selection. Object Selection: When multiple objects are selected, defines whether changes are applied to all objects or a specific one. This control updates automatically as you select objects in the scene, as long as the property editor is not locked. Property Selection: Lets you choose a Texture Support. If no texture support has been defined, you can create one by clicking New. If a texture projection is already defined, you can edit it by clicking Edit. Edit: Opens the Texture Support property page for the defined texture projection. New: Defines the new texture projection to be created. You can choose from the following: • UV: Projects the texture along the U and V. • Planar XY: Projects the texture on X and Y coordinates only. • Planar XZ: Projects the texture on X and Z coordinates only. • Planar YZ: Projects the texture on Y and Z coordinates only. • Cylindrical: Projects the texture as though it is a cylinder wrapped around an object. • Spherical: Surrounds the object with a spherical mapping across the whole surface with some distortion. • Spatial: The texture is centered on the scene’s origin. • Cubic: Applies the texture onto the object by first assigning the object’s polygons to faces of a cube, and then projecting the texture onto each face by default. The layout of a cubic projection can be completely customized using the options in the Texture Support property editor. • Camera Projection: The texture is mapped relative to the camera’s center. In this coordinate system, the camera is the center of the “world,” with an up vector, looking toward the negative Z axis. The result resembles an image projected from a camera. The texture will move with the camera and will be affected by any scaling, rotation, and translation. • Unique Uvs (Polymesh): Applies a texture to polygon objects by assigning each polygon’s UV coordinates to its own distinct piece of the texture so that no two polygons’ coordinates overlap each other. • Advanced: Opens the Create Texture Support property page from which you can explicitly define a texture projection. |
Normal
|
Base Normal |
Relative to Current: Uses the object’s normal to compute the bump map. Relative to Input: Uses a custom (user-defined) normal to compute the bump map. |
|
Input Normal |
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. |
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.
|
Enable Elliptical Filtering |
|
|
Maximum Eccentricity |
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. |
|
Maximum Pixels for Minimum Radius |
Defines the maximum number of texture pixels for the minor radius of the ellipse. |
|
Disc Radius |
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. |
|
Bilinear Interpolation |
When enabled, magnified areas will be interpolated bilinearly, thus rendering these areas blurrier when seen close up as opposed to the common blocky look. |
Repeats
|
Texture Repeats |
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. |
|
Alternate U, V, Z |
Specifies whether every other copy of the repetition should be reversed so that the successive copies of the texture are alternated. |
|
Wrapping U, V, Z |
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. |
UV Remap
|
Minimum, Maximum |
Determines the remapping of the texture image. For a 2D image, only X and Y are used. |
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.
Autodesk Softimage v.7.5