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Normal Map / Bump
This section concerns both normal maps and standard bump map.
→ Type
Specifies the type of the bump mapping – either Bump Map or Normal mapping desired – Bump Map, Normal Map or Displacement Map. In the case of a normal map Normal Map, a point/ color is expected in as a value, it can be encoded in the style or DirectX or OpenGL. In case of Bump Map the or Displacement Map the shader will only consider the R value.
→ Value
A color input.
Displacement maps can be interpreted as having their center value (the one that produces no effect) at 0.0 or 0.5. Displacement is performed in Object Space, so the scale of the geometry affects its intensity. For more intuitive results, a value of 1 for the object scale is recommended. The Displacement bound used is 1, so the ideal range of values is from 0 to 1. Above 1, displacement cracks might occur. Below 1 it might be inefficient. To achieve displacements bigger that 1, using the Intensity control is recommended.
Value
A colour input specifying bump direction (Normal Map) or intensity (Bump Map / Displacement Map).
→ Intensity
Specifies how intense is the the bump/normal/displacement mapping effect. A value of 0 means that geometry or normals will stay unchanged whereas a value of one will affect normals with full rangethem fully.
→ Layers Affected
Select to apply bump/normal mapping to the coatingCoating, base layer or both layers Base Layer or Both Layers (default). Has no effect when Type is set to Displacement Map.