2008 | OriginalPaper | Buchkapitel
Modifying surface orientation
Erschienen in: Writing mental ray® Shaders
Verlag: Springer Vienna
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In the last chapter, we used displacement shaders to modify the surface geometry, with the normals adjusted by mental ray to account for the new orientation of the surface. In this chapter, we’ll look at a technique that doesn’t change the geometry of the surface as we did with displacement mapping, but only modifies the normal’s description of the surface’s orientation. Because we can use this technique to map a set of orientation changes to the surface, and these changes can create a bumpy look to the surface, this technique has traditionally been called
bump mapping
—we are creating a mapping from positions on the surface to a change of the apparent orientation at that point.