Using Bump Maps for Ray Tracing
| Reference Number: KB-00947 Last Updated: 10-01-2013 08:07 AM
The information in this article applies to:
If I specify a material as a using a bump map in the Define Material dialog, it allows me to set either a positive or negative value. What is the difference?
A bump map is an image file that makes a material appear non-flat in ray trace views, and though the effect of bump-maps are sometimes subtle, they add to a ray trace image’s quality; wood grain that shades appropriately to the lighting in the room, for example, lends to an appearance of realism.
To apply a bump map
Select a material in your library's User Catalog that you want to assign a bump map to, right click on it, and select Open
from the contextual menu
On the Properties tab of the Define Material
dialog, check the box beside Use Bump Map
- Click the Browse button to browse to a bump map image file saved on your computer, or you can also type or paste the full path name of an image in the text field.
To use a bump map saved in a .zip file:
1. Type or copy the full path name of the .zip file in the text field.
2. Directly after the path name, type #zip:, followed immediately by the name of the bump map file including its file extension.
- The Height Multiplier allows you to specify how drastic the effect of the bump map is. The default value is 1” (10 mm), but larger values may give better results, depending on the bump map used.
- In version X2 and prior, this setting was called Bump Height.
Any image file or texture can be used as a bump map, with dark areas of the image corresponding to low points in the bump map, and brighter areas corresponding to high points.
Using the image below as a bump map:
A positive Height Multiplier
value created this ray trace view:
Notice the raised effect that the light lettering has on this grey object, whereas the dark letting displays as more sunken in.
A negative Height Multiplier
value reverses this effect:
Notice that now, the dark areas of the image correspond to high points, and brighter areas corresponding to low points.