Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Dent
Dent is a 3D procedural map. During scanline rendering, Dent creates a random pattern based on fractal noise. The effect of the pattern depends on the map type.
Dent was designed primarily as a Bump map, and its default parameters are optimized for this use. As a bump map, Dent renders three-dimensional dents over the surface of an object. Editable parameters control the size, depth, and complexity of the denting effect.
Dent can also be used with other maps. With a diffuse color map, for example, the two colors assigned to Dent mix in random swirls over the surface of the object. Either of the colors can be replaced by other maps.
To make a Dent map:

Size—Sets the relative size of dents. As the size increases, the number of dents decreases when other settings are the same. Default=200.
Decreasing Size creates the appearance of tiny dents spaced fairly evenly. The effect can resemble a "sand-covered" surface.
Increasing Size creates the appearance of distinct grooves and gouges on a surface. The effect sometimes has a "hardened lava" look.
Each set of three spheres uses the same size range, but varies the number of iterations. Strength is held constant in both sets.
Strength—Higher values increase the number of dents, lower values decrease the number of dents. Default=20.
Decreasing Strength reduces the number of dents over a surface. At 0, the surface is smooth (no dents).
Increasing Strength increases the number of dents over a surface. 100 is maximum.
Each set of three spheres uses the same strength range, but varies the size. Iterations are held constant in both sets.
Iterations—Sets the number of calculations used to create the dents. Default=2.
Dent is based on a fractal-noise equation. During rendering, a dented surface is calculated one or more times to produce the finished effect. Each calculation pass is an iteration.
As a surface is calculated, each iteration adds to the number of dents and the complexity and randomness of the final surface (dents become dented).
The Dent texture requires heavy calculation, especially at higher iterations. This can slow down rendering time considerably.
The three spheres have uniform settings for size and strength. Only the number of iterations varies.
Swap—Reverses the position of colors or maps.
Colors—Allows choice of two colors where appropriate for a color component (such as Diffuse). Defaults=black for Color #1 and white for Color #2.
Dent can create patterns in an object's color as well as its surface. By using Dent as a diffuse color map, the entire surface is affected.
Two colors are mixed to produce a random pattern, governed by size, strength, and iteration settings. The default colors are black and white, but either can be replaced or swapped.
Left sphere: Sets the color to black and white.
Middle sphere: Replaces white with red.
Right sphere: Swap black and red.
By adjusting Strength, Size, and Iterations parameters, you vary the Dent patterns on a diffuse color map.
Size sets the density of the dent pattern. At low settings, the pattern is dense. As Size increases with other settings held constant, the pattern becomes increasingly sparse.
Strength sets the color strength in the dent pattern. At low settings, Color #1 (black) dominates the pattern. As Strength increases, Color #2 (white) replaces Color #1.
Iterations sets the color iterations in the dent pattern. At low settings, Color #1 is dominant. As iterations increase, Color #2 gradually increases in the pattern.
Dent is applied as a diffuse map in the following examples. Colors are default black and white.
Maps—Replaces colors with maps in the dent pattern. The check boxes enable or disable their associated map.
You can assign maps to one or both of the Dent color slots. Any kind of map can be used, including Dent. The map overrides the assigned color, which has no effect.
In the three spheres below, the assigned colors are progressively replaced with maps. Parameters of the original Dent map are the same for all spheres.