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PxrBump used to provide the secondary bump on displaced tiles.
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The modern and preferred solution for bump mapping is now the PxrBumpMixer node. This node is maintained for backwards compatibility. |
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 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.
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This takes an incoming connection of the PxrBumpManifold2D
Advanced Texture Settings
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.
Advanced
Input Normal
An additional normal to be added to the bump normal.
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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.
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.
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Output Parameters
resultN
The bumped normal.