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This page provides information about the Bump material in V-Ray for Revit.

 

Overview


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The Bump Material gives the ability to add bump map and normal map effects when using any material.

Simply apply a Bump Material to an object to add additional bump or normal map functionality. Stacking multiple Bump Materials together can create a more complex surface material by allowing the use of several bump and or normal maps together easily.

One of the common use cases of the Bump material is to produce a Round Edges effect for other materials with already existing Normal or Bump mapping. The correct workflow is the following:

  1. Have a material with set up Bump or Normal mapping;
  2. Create a Bump material set to Bump Texture Channel mode and connect an Edges texture for the rounded corners effect;
  3. Slot the first material into the Bump material to achieve the combined effect.
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UI Options


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The Generic material settings are organized in Basic and Advanced modes. You can switch the mode from the toggle button under the Preview Swatch or globally from the Configuration rollout of the Settings tab.

An Add Attribute button and an Add Layer button are provided for some V-Ray materials, including Bump. You can select additional attributes and layers that can add up to the appearance of the material.

The Bump material itself can be created by adding an Emissive layer.

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Parameters


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Some options are available only in Advanced mode.

Base  – Allows the user to select the base material to which the bump/normal effect is added.

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Bump / Normal Mapping


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Mode / Map – Allows the user to specify whether a bump map or a normal map effect is added to the base material.

Bump Map – A height map should be used.
Bump Texture Channel
– Most commonly used for the Round Edges effect (Edges texture used as bump).
Normal Map
RGB map should be used. If a Bitmap texture is slotted its color space must be set toRendering Space (Linear).

Normal Map Type – Specifies the normal map type. This options is available when Normal Map is selected as Mode/Map.

Tangent Space – Uses tangents set to each individual face.
Object Space – Uses each object's local coordinates.
Screen Space – Uses a flat projection along the camera direction.
World Space – Uses world coordinates.

Amount – A multiplier for the bump/normal map.

Delta Scale – It specifies a scale for sampling the bitmap when Bump Map is selected. The exact value is calculated automatically by V-Ray, but can be scaled here.

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 For all other material settings, see the Attributes section on Materials page.