Autodesk 12812-051462-9011 User Guide 3 - Page 778
Normal Bump Map
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Calculation Color Space (Gamma) Defines the gamma color space in which blur calculations occur. Because mental ray output shaders act on written frame buffers, and these buffers (unless floating point) already have any gamma correction applied, it is important to apply post effects with the appropriate gamma. Min. Motion Threshold (pixels) The minimum motion-vector length (measured in pixels) an object must move for blur to be added. If set to 0.0, it has no effect, and every object with even sub-pixel movement will have a slight amount of blur. While this is technically accurate, it might cause the image to be perceived as overly blurry. Background Distance The distance to the background, which helps the algorithm calculate the depth layout of the scene. This value should be about the same as the scene depth; anything farther from the camera than this distance would be considered "far away" by the algorithm. Blur More Objects Near Camera When on, the blurring of objects closer to the camera is more opaque than that of more-distant objects. Because this can result in the blurs of objects very close to the camera to be unrealistically opaque, use this option only when necessary; that is, when the blurs of more-distant objects overwrite those of closer objects. Normal Bump Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Normal Bump The Normal Bump map lets you use a texture-baked Normals map (see Baked Texture Elements on page 6376). Typically you assign it to a material's Bump component, Displacement component, or both. Using the map for Displacement can correct edges that otherwise look unrealistically smooth; however, this adds faces to the geometry. TIP A Normals map for the indicated material component is generated automatically if you turn on Output Into Normal Bump in the Selected Elements Unique Settings group of the Render To Texture dialog's Output rollout on page 6406. Normal Bump Map | 6033