Eyeon:Manual/Fusion 6/Create Bumpmap

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Create Bumpmap

[ Main Manual Page ]


CreateBumpmap (3Bu)

The CreateBumpmap tool converts a 2D image into a bump material. It has two modes, a heightmap mode that expects a greyscale image, and a bumpmap mode that expects an RGB representation of normals (usually in tangent space).

Both heightmap and bumpmap modes expects the color values of the image to fall within the range of 0 to 1. If the image map contains colors that fall outside this range it will be necessary to first normalize the image, scaling the values to fit within the 0 to 1 range. One approach would be to use the AutoGain tool.

The bump material varies the lighting applied to a material to give the appearance of height. It is important to note that the bump material does not add additional complexity to the geometry, nor does it displace or modify the polygons which are already present. It is purely a lighting effect, and as such will only be visible when lighting is enabled in the rendering.


There is some conflict over the correct terminology for bumpmapping techniques, and various books and papers use similar terms with completely different and often conflicting meanings. To avoid confusion, this section aims to clarify the meaning meant in this documentation. Here are Fusion conventions:
Heightmap

An greyscale image containing a height value per pixel

Bumpmap

An image containing normals stored in the RGB channels used for modifying the existing normals (usually provided using tangent space)

Normalmap

An image containing normals stored in the RGB channels used for replacing the existing normals (may be provided using tangent or object space)




External Inputs

CreateBumpmap.Input
[ white, required ] This input expects a 2D image containing the data that will be used to produce the bump material.





Controls


The Source Image is a...

The bump information can be derived from different type of images. Select the Heightmap mode if the image contains greyscale values representing height offsets. If the image uses the red, green and blue channels to represents the X, Y and Z normal offsets, then use Bumpmap mode.

While the Heightmap mode offers additional options to determine which channel to use and describing how to clamp the image, the Bumpmap mode uses the RGB values directly and all other options (except for Material ID) will be disabled.


Filter Size

The heightmap is generated using a custom kernel filter. This multibutton control proivides options for setting the filter size. Higher values will generally result in better quality edges at the expense of rendering speed and performance.


Extract height information from...

This option set which channel from the input image the heightmap information is extracted from.


Clamp Normal.Z

This option can be used to clamp the Z values in the heightmap. This can help to reject strange looking results caused by a noisy heightmap.


Filter Wrap Mode

This option "wraps" the heightmap image at the borders, so that the filter produces the correct result when using seamlessly tileable textures.


Height Scale

Applies contrast to the values derived from trhe heightmap. Increasing this value generally yields in a more visible bump map at the expense of detail.


Bumpmap Texture Depth

Optionally converts the resulting bump texture into a different bit depth.


Material ID

This slider sets the numeric identifier assigned to this material. This value will be rendered into the MatID auxiliary channel if the according option is enabled in the renderer.




Tips for Create Bumpmap (edit)

EyeonTips:Manual/Fusion 6/Create Bumpmap


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