Bump Shader (mental ray)



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Material Editor > mental ray material > Click the button for the Surface or Bump component. > Material/Map Browser > Bump (3dsmax)

Note: Shaders appear in the Browser only if the mental ray renderer is the currently active renderer, and Compatible With is set to Browser.

The Bump shader provides bump mapping for the mental ray renderer. Bumps are created by perturbing face normals before the object is rendered, using the same method as bump mapping for the scanline renderer.

Warning: Although you can assign a Bump shader to the Surface component, if you assign only a Bump shader, the surface will render as black. For the Surface component, use the Bump shader in a Shader List, or for the mental ray material, use the Bump component itself.

Interface

Bump (3dsmax) Parameters rollout

Multiplier—Adjust the bump effect by multiplying the map values. Negative Multiplier values reverse the bump effect: hollow areas now protrude, and raised areas become hollow. Default=1.0.

Map—Click to display the Material/Map Browser and choose a map to use for generating bumps. Bump mapping uses the intensity of the map to affect the surface of the material. The intensity affects the apparent bumpiness of the surface: white areas protrude, and black areas recede.

Shaders rollout

The controls on this rollout let you assign a map or shader to the Multiplier parameter. Click the button for a component to display the Material/Map Browser and assign the map or shader. Use the toggle at the left to turn the effect of the map off or on.

The button to the right of the main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name. Clicking the button displays a Connect Parameter To Shader dialog, which lets you change which parameter is being used.

Important: UV Coordinate and XYZ Coordinate are the only shaders with multiple return values provided with Autodesk VIZ. You might encounter multiple return values in shaders provided with other shader libraries or custom shader code.


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