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:
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