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Bump (CineRender Surface Channel)
The settings on this page enable you to simulate bumps.
Note:
In contrast, the Displacement channel uses “real” bumps.
(See
Displacement (CineRender Surface Channel)
.)
A surface has a uniform brightness. However, if you use a bump map for the same surface, the program interprets the brightness values of the picture as height values for the surface.
These height values are converted into a profile, whose height affects the inclination of the normal vectors. Although the surface is actually smooth, through the change in the normal vectors an apparently three-dimensional surface with a bump-like structure is created at render time.
You must use a texture with this channel. It is only from the grayscales in this image that the bump map (a height or relief map) is calculated.
See
Textures (CineRender Surfaces)
.
Strength
The strength of the bumps. The higher the value, the rougher the surface. If you choose negative values, this reverses the effect of the bump map — bright pixels then cause the surface to indent while darker pixels elevate the height of the surface.
You can enter values much higher than 100%. High values are especially useful when using MIP or SAT mapping, because these interpolation types tend to flatten the surface slightly.
See
Special Settings for Image Textures (CineRender Surfaces)
.
MIP Falloff
Enable MIP Falloff to enhance the MIP/SAT mapping effect for bump maps. This will reduce the strength of the bump map with increasing distance from the camera.