Graphics Programs Reference
In-Depth Information
Using displacement (aka bump)
To obtain both bumps and displacement effect in Cycles, there are a few options.
The simplest way to have bumps on our material's surface is by connecting the
Color
or the
Fac
output of a texture node to the
Displacement
input socket of the
Material
Output
node. Despite the fact that the socket's name is
Displacement
, the effect I'm
writing at the moment is just a simple bump effect (by the way, a very good one), af-
fecting as a whole the total result of the sum of the material's nodes.
How to do it...
Just as we did for color textures, the bump textures can also be mapped on the object
with the
Mapping
and
Texture Coordinate
nodes. There is naturally also a way to
set the amount (the strength) of bumpiness of the texture on the object's surface:
1. Open the
start_02.blend
file and set the 3D view to the
Rendered
mode.
2. Put the mouse pointer in the
Node Editor
window and press
Shift
+
A
to
bring up the
Add
menu and select a
Math
node from the
Convertor
item
(press
Shift
+
A
and go to
Convertor
|
Math
).
3. Connect the
Fac
output of the
Wave Texture
node, already connected to
the
Roughness
input socket of the
Glossy BSDF
shader node, to the first
upper gray
Value
input socket of the
Math
node. Connect the
Math
node
output to the
Displacement
input socket of the
Material Output
node.
4. Set the operation mode of the
Math
node to
Multiply
. By sliding the
second
Math
node
Value
, we can set the influence, the strength, of the
bumping. Try, for example, to set it to
3.000
, as shown in the following
screenshot: