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Bump Height |
| The bump height controls the height of the bump when a positive value is used and the depth of the pits when a negative value is used. The larger the value the more pronounced the bumps will become. Some of the texture like tiles have two bump values. Here they provide a range of bump height and each tile will be given a random bump height between these two values. Other textures have other bump height controls. For information about particular textures simply look at the context sensitive help for that shader. |
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| Positive Bump Height |
Negative Bump Height |
Mixed Bump Height |
| Upper & Lower Clip |
| The upper clip specifies the maximum height at which the bump will be evaluated. After this the bump will be flat. Similarly, the lower clip sets the minimum height at which the bump will be evaluated and again, below this height the bumps will be flat. |
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| No Clipping | Upper Clipped | Lower Clipped | Both Clipped |
| Lower Smooth |
| The lower smooth controls the shape at the lower part of the bumps. Primarily this control is available with tile type textures where the it controls the shape of the lower part of the tile bevel. Three shapes are shown below. However more varied and extreme shapes can be obtained with values outside the -1.0 to 1.0 range. |
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| Upper Smooth |
| The upper smooth controls the shape at the upper part of the bumps. Primarily this control is available with tile type texture where the it controls the shape of the upper part of the tile bevel. Three shapes are shown below. However, as with the lower smooth more varied and extreme shapes can be obtained with values outside the -1.0 to 1.0 range. |
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Use Alpha Map |
| Some textures have the ability to use the alpha map to generate the bump height. This means that the height of the bumps is directly a function of the alpha map allowing infinite control over the shape of the bumps. For this function to work there must be as least some none zero values of the alpha map. |
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Material Maps |
| Click here to find out more about material maps and texture layering. |