2011

Table Of Contents
DescriptionMaterial Texture
Channel
simulate relief on objects by perturbing the surface shading
according to an image map. The geometry is not affected.
3 To exit the Group Schematic, double-click anywhere in the Schematic.
NOTE When using an RGB image as an input to the Bump channel, the RGB values
map to XYZ when calculating the effects of light on the surface normals.
TIP Black and white or grayscale images are easy to work with when adding a
bump map, as you can quickly identify how the bump map will appear on the
target surface. Black areas create ridges, and white areas create indentations.
Things to remember
Only the Standard Shader considers lights in the scene.
Using environment maps adds lighting effects to the associated objects
only.
To set texture and environment map parameters:
1 In the Materials UI, select a layer from the Layer Editor.
2 Select the Simple or Standard shader.
3 Under Channels, select a channel: Main, Radiosity, Reflection, Refraction,
or Bump.
4 Adjust the parameters to control image brightness and texture quality,
and in the case of the Main and Bump textures, specify how the texture
is positioned on the object.
The following parameters are available depending on the channel you
selected:
DescriptionProperty
Uniformly scales the brightness of the image texture up or down.
This is useful for setting the amount that a given texture affects the
Multiplier
object's overall look. The default value is 1, but you can overdrive
the brightness to achieve specific effects.
266 | Chapter 12 Multilayer Compositing and 3D Effects