User Manual

Table Of Contents
Using a Height Map
A height map is an image where the value of a pixel represents the height. It is possible to
select which color channel is used for bump creation. White means high and black means low;
however, it is not the value of a pixel in the height map that determines the bumpiness, but
rather how the value changes in the neighborhood of a pixel.
Using a Bump Map
A bump map is an image containing normals stored in the RGB channels.
TIP: Normals are generated by 3D modeling and animation software as a way to trick
the eye into seeing smooth surfaces, even though the geometry used to create the
models uses only triangles to build the objects.
Normals are 3 float values (nx, ny, nz) whose components are in the range [–1, +1]. Because you
can store only positive values in Fusion’s integer images, the normals are packed from the
range [–1, +1] to the range [0, 1] by multiplying by 0.5 and adding 0.5. You can use Brightness
Contrast or a Custom node to do the unpacking.
If you were to connect a bump map directly to the bump map input of a material, it will result in
incorrect lighting. Fusion prevents you from doing this, however, because Fusion uses a
different coordinate system for doing the lighting calculation. You first must use a BumpMap
that expects a packed bump map or height map and will do the conversion of the bump map to
work correctly.
If your bump mapping doesn’t appear correct, here are a few things to look for:
Make sure you have the nodes connected correctly. The height/bump map should
connect into a BumpMap and then, in turn, should connect into the bump map input on
a material.
Change the precision of the height map to get less banding in the normals. For low
frequency images, float32 may be needed.
Adjust the Height scale on the BumpMap. This scales the overall effect of the bump
map.
Make sure you set the type to HeightMap or BumpMap to match the image input.
Fusion cannot detect which type of image you have.
Check to ensure High Quality is on (right-click in the transport controls bar and choose
High Quality from the contextual menu). Some nodes like Text+ produce an anti-aliased
version in High Quality mode that will substantially improve bump map quality.
If you are using an imported normal map image, make sure it is packed [0–1] in RGB and
that it is in tangent space. The packing can be done in Fusion, but the conversion to
tangent space cannot.
Chapter – 76 3D Compositing Basics 1571