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Manual Reference Material Manager Material Editor

Material

Basic Color Diffusion Luminance Transparency Reflection Environment Fog Bump Normal Alpha Specular Specular Color Glow Displacement Illumination Assign

Bump

The settings on this page enable you to simulate bumps.

Figure 2 shows an even surface viewed from the side.

Figure 2.

The surface has a uniform brightness. However, if you use a bump map for the same surface, CINEMA 4D interprets the brightness values of the picture as height values for the surface (Figure 3).

Figure 3.

These height values are converted into a profile, whose height affects the inclination of the normal vectors. Although the surface is actually smooth, through the change in the normal vectors an apparently three-dimensional surface with a bump-like structure is created at render time.

Strength [-1000000..1000000%]

The strength of the bumps. The higher the value, the rougher the surface. If you move the slider to the left, you can choose negative values to reverse the effect of the bump map — bright pixels then cause the material surface to indent while darker pixels elevate the height of the surface.

You can enter values much higher than 100%. High values are especially useful when using MIP or SAT mapping, because these interpolation types tend to flatten the surface slightly.

MIP Falloff

You can strengthen the MIP[SAT mapping effect when using bump mapping by enabling MIP Falloff. The bump mapping is then reduced the further the surface is from the camera.

MIP Falloff disabled (left) and enabled (right).

Texture

Here an image texture or a 2D shader can be defined. Refer to the Textures chapter for details.

You must use a texture with this channel. It is only from the grayscales in this image that the bump map (a height or relief map) is calculated.

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