...
PxrBump used to provide the secondary bump on displaced tiles.
Bump mapping is an inexpensive way to apply details to an object without modeling it or using displacement to change its shape. This is a shading "trick" where a supplied pattern can give the illusion of details.
This produces Produces a bumped normal from a bump map (a scalar displacement map, so only the first channel is used for the displacement). Bumps are applied in object space. The change in scale between object space and current space is automatically applied by the node.
Texture atlas format files can be read in either UDIM (Mari) format or Mudbox format. This plugin also supports Rtx procedural texture plugins.
Info |
---|
For performance reasons as well as visual fidelity, we prefer the use of the PxrNormalMap node along with an appropriate normal map/texture as opposed to a scalar bump map which incurs calculation overhead. |
Input Parameters
Scale
An object-space scale applied to the bump.
Disabled
Turn off the bump effect, useful for debugging. Uses the geometric normal instead.
Input Bump
If Input Bump is connected (and Filename is not specified), the pattern executes the upstream shader graph pattern netowrk connected to Input Bump three times, once at the shading point and once at P+du
and P+dv
. Then it crosses the results to get the bump normal.
Note that if you have a fixed texture and UV, it is highly recommended to use the Filename parameter below because it is 3 times faster!
If Filename is specified below, Input Bump is ignored.
Filename
...
The PxrBump pattern currently does not allow modifying the manifold of the texture, use the below control.
First Channel Offset
First channel offset to be looked up for Filename.
Atlas Style
Specifies the style of texture atlas that is being used. If you specify an atlas style, the Filename parameter must contain a _MAPID_
, which will be substituted automatically according to the surface parameterization and the style of atlas. Valid styles are:
- 0: None
- 1: MARI
- 2: Mudbox
Invert T
Inverts the t texture coordinate for texture lookup.
Blur
Specifies how much to blur the result from the texture.
Mip Interpolate
Selects whether to interpolate between adjacent resolutions in the multi-resolution texture, resulting in smoother transitions between levels.
Scale
Bump Manifold
This takes an incoming connection of the PxrBumpManifold2DAn object-space scale applied to the bump.
Advanced
Input Normal
An additional normal to be added to the bump normal.
...
The amount to mix the resulting normals with the original surface normals. Toward 1.0 will mix in more surface normals. You can find an example here.
Disabled
Use the geometric normal (ignore the modified bump).
MipBias
Bias mip selection chosen for rendering to either a higher (negative integers) or lower resolution (positive integers) selection.
...
MaxResolution
Clamp mip selection to a preferred maximum level. This may prevent the highest resolutions from being rendered depending on your selection.
...