Bump Operator
The Bump Operator simulates a lit 3D surface in a texture, using the Blinn-Phong shading model.
Inputs
Two textures: a carrier (left input) and a modulator (right input). The carrier can be any texture. For the bump to yield a meaningful result, the modulator branch should end in a Normals Operator set to 3D mode. It acts as a map for the simulated 3D structure.
Parameters
Mode
Defines the type of light to use.
spot: a directed light cone.
point: a single point of light emitting light in all directions equally.
directional: parallel rays from a single direction.
Pos (X, Y, Z)
(mode: spot/point) Controls the position of the light source.
(mode: directional) No function.
Dir (Z, X)
(mode: spot/directional) Controls light direction, expressed in rotation around Z axis and rotation around local X axis – try to imagine it as if the light was shining out of a bicycle's front wheel valve. The first value turns the handle bar, the second value turns the wheel. And the wheel is transparent and infinitely small. Sorry.
(mode: point) No function.
Diffuse
Defines the diffuse color.
Ambient
Defines the ambient color.
Outer
(mode: spot) Controls light cone diameter.
(mode: point/directional) No function.
Falloff
(mode: spot) Controls the light cone edge softness.
(mode: point/directional) No function.
Amplify
Controls the strength of the light and shadow effects.
Specular
Specular
Defines the specular color.
Power (hardness)
Controls the edge definition of the specular reflection. Power 0 equals no specular.
Amplify
Controls the amount of specular reflection.
Keyboard shortcut
Shift + B (when adding texture operators)