9
Metal B ump Shader Rollout 1615
Inter face
Ambient & Diffuse group
Ambient Color—When not black, tints the object’s
ambient color. Click the color swatch to displa y
a Color Selector (page 1–161) and choose the
ambient color. Default=black.
Diff use Color—When not white, tints the diffuse
color. Click the color swatch to display a
Color S elector and cho ose the diffuse color.
Default=white.
Texture 1—Displays a texture map for the diff use
color. Typically this would be a texture-baked
diffuse map, completed map, or blend map.
See the section “Map Con trols,” below, for a
description of the individual controls.
Texture 2—Displays a second texture map for
the diffuse color. Ty pically this would be a
texture-bakedlightingmaporshadowsmap.
See the section “Map Controls,” below, for a
description of the individual controls.
Use A lpha —When on, displays the alpha channel.
When off, does not. Default=off.
Mix Amount—Adjusts the mixing of the two texture
maps in shaded viewports.
Specular group
Enable—When on, enables specular highlights for
the object. Default=off.
Specular Color —Specifies a specular color for the
object. Click the color swatch to display a Color
Selector and choose a color. Default=white.
Texture—Displays a sp ecular map for the object.
Typically this would be a texture-baked specular
map.
See the section “Map Controls,” below, for a
description of the individual controls.
Bump group
Nor mal—Displays a norma l map for the object.
Ty pically this would be a texture-baked normals
map.
See the section “Map Controls,” below, for a
description of the individual controls.
Bump—Displays a bump map for the object.
Typically this would be a bump map used for the
original material.
See the section “Map Controls,” below, for a
description of the individual controls.
Bump Intensity—Adjusts the intensit y of the bumps
in shaded viewports.
Reflection group
Cubemap—Displaysareflectionmapprojected
cubic al ly (around the scene). Typically this would
be an env ironment map.