This page provides details on how to use the optimized Bump Material in V-Ray.


Overview


The BRDFBump gives the ability to add bump map and normal map effects when using any material.

Simply connect a material into the BRDFBump node to add additional bump or normal map functionality. Stacking multiple BRDFBump nodes together can create a more complex surface material by allowing the use of several bump and or normal maps together easily.

 

UI Paths


 

||shop Network|| > Material > V-Ray Material node > V-Ray > Material > Bump

 ||mat Network|| > V-Ray > Material > Bump

 


Node


The BRDFBump node provides inputs for controlling various material properties. Most inputs correspond to parameters in the section below.

 

 

 

base_brdf – Allows the user to specify a base material to which the bump/normal effect will be added.

 

Parameters




Type – Allows the user to specify whether a bump map or a normal map effect will be added to the base material. 

Bump – Applies the map as a bump map.
Normal (Tangent) – Applies the map as a normal map in tangent space.
Normal (Object) – Applies the map as a normal map in object space.
Normal (Camera) – Applies the map as a normal map in screen/camera space.
Normal (World) – Applies the map as a normal map in world space.
From Bump – The map is applied as determined by map type itself.
Explicit Normal – Applies the map as an explicit normal.

Bump Shadows – When enabled, offsets the surface shading point in addition to the normal.

Compute Bump For Shadows – When enabled, V-Ray computes bump mapping for shadow rays in case the material is transparent. When disabled, V-Ray skips the computation and uses the bump map for shadow rays (faster rendering).

Bump Amount – Specifies the strength for the bump/normal effect.

Bump Delta Scale – Scale for sampling the bitmap when the Type is set to Bump mapping. The exact value is calculated automatically by V-Ray and is tied to the ray differentials, but can be scaled here.

Maya Compatible – When enabled, the BRDFBump will try to match the Maya bump/normal mapping.


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