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This lesson will take you through setting up bump and normal maps for the base V-Ray material VRayMtl
This information centers around the parameters under the Bump and Normal mapping rollout for VRayMtl
The lesson topic is approximately 30 minutes in length
Lesson covers all 3 Learning Cycles for the Lesson Topic – Lecture, Demonstration, and Activity
Contents
Overview Available Materials Lecture Demonstration Activity Additional resources
Overview
Goal - in this lesson you will learn how to use the Bump and Normal mapping parameters of the standard V-Ray material
Objective – We will use bump and normal mapping to alter a material in the scene. Develop a look for the owl statue. Assign textures as bump and normal maps to create different looks
Outcome – You will understand how to manipulate the bump and normal mapping parameters of the base V-Ray material VRayMtl
Available materials
To set up the lesson follow the links below and download all available materials.
Here’s some terms to be aware of when thinking about bump and normal mapping.
Normal
An imaginary arrow that points directly out from a face on a 3D object
Object surface normals are calculated automatically by the software
Renderer uses normals to determine how highlights and shadows are generated in rendering
Normal mapping
A type of bump mapping that makes use of surface normals
Space
Normal mapping uses terms like world space, object space, and tangent space to refer to the map’s orientation within the scene
2. Bump and Normal Mapping
Uses maps to create an effect of bumpiness
Primarily a light effect – doesn’t actually affect the geometry
Renders highlights and shadows to fool the eye
Works with any kind of map: bitmaps or procedural textures like fractal
Pros
Renders faster than modeled detail
Easier to adjust and tweak
Cons
Not suitable for large protrusions
Does not affect the shape of the silhouette
3. Bump Maps
Grayscale values determine the bumpiness pattern
White pushes out/up, black pushes in/down
Uses UVs to determine direction
a) Normal Mapping
Colors set angle of bumpiness
Blue pushes in/out along the surface normal
Red and Green push along the U and V directions
Sales Mapping Tools
Normal Mapping Tools For Mac Free
Choices of “space” to use
Object space suitable for non-deforming objects (eg. buildings)
Tangent space suitable for deforming objects (eg. characters)
World and screen space rarely used
Different spaces use different color schemes
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b) Bump Mult
Sets the intensity of the bump effect
Negative values push in the opposite direction
c) Bump Shadows
d) Bump Delta Scale
Sharpness/fuzziness of transitions from black to white