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When disabled, Edge length is the maximum sub-triangle edge length in world units.Įdge Length – Determines the quality of the displacement. A value of 1.0 means that the longest edge of each subtriangle is about one pixel long when projected on the screen. View Dependent – When enabled, Edge length determines the maximum length of a subtriangle edge in pixels. Note that V-Ray also automatically generates a normal map based on the displacement map in order to compensate for details not captured by the actual displaced surface. For procedural 2D maps, the resolution is determined by the desired quality and detail in the displacement. If the texture is a bitmap, it is recommended to match this resolution to the size of the bitmap. It determines the resolution of the displacement texture used by V-Ray. Resolution – This option is available when the Mode/Map is 2D Displacement. Use other methods (vertex colors, masks etc.) to blend different displacement maps. Note that using material IDs is not a very good way to combine displacement maps since V-Ray cannot always guarantee the surface continuity. Keep Continuity – When enabled, tries to produce a connected surface, without splits, when there are faces from different smoothing groups and/or material IDs. Shift – Specifies a constant, which is added to the displacement map values, effectively shifting the displaced surface up and down along the normals. This parameter can also take a negative value, in which case the displacement pushes geometry inside the object. Higher values produce a greater displacement effect. A value of 0.0 means the object appears unchanged. Normal Displacement – Takes the original surface geometry and subdivides its triangles into smaller sub-triangles, which then are displaced.Īmount – The amount of displacement. You cannot use this method for 3d procedural textures or other textures that use object or world coordinates. However, it requires the object to have valid texture coordinates. The advantage of this method is that it preserves all details in the displacement map. The actual raytracing of the displaced surface is done in texture space and the result is mapped back into 3D space. The displaced surface is rendered as a warped height-field based on that texture map. Mode/ Map 2 – Specifies the mode in which the displacement is rendered.ĢD Displacement – Bases the displacement on a texture map that is known in advanced. Note that the displacement effect will no longer appear in the Preview Swatch.ĭisplacement 1 – Enables or disables the displacement effect. It can be created as a geometry asset in the Outliner and can be applied to objects in the scene. Consider using the geometry displacement modifier instead. This is a legacy attribute that will be removed in the future. Inner Width – Specifies the width of the inner lines. Inner line Color – Specifies the color of the inner lines Inner Line Control – Enables a separate control for the inner edges. Width – Specifies the width of the outlines. Setting this value to 1.0 fills curved objects completely. Lower values reduce the internal overlapping lines, while higher values produce more overlap lines. Overlap Threshold – Determines when outlines will be created for overlapping parts of the one and the same object.
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Higher values mean that smoother transitions between face normals can also generate a line. A value of 0.0 means that only 90 degrees or larger angles generate internal lines. Normal Threshold – Determines when lines will be created for parts of the same object with varying surface normals (e.g. Opacity – Specifies the opacity of the outlines. Line Color – Specifies the color of the outlines. The Contour attribute is available only when the engine is set to CPU. This is useful every time you have to set texture placement for a map that cannot be displayed accurately in the base app.Ĭustom – Allows for the use of a custom texture as base application material map.ĭisabling this parameter allows for changing the base app material texture without affecting the V-Ray material. The same helper is used if the binded texture is a procedural map. Texture Helper – Allows for the use of a helper texture as base application material map. Changing the V-Ray material texture changes the corresponding base application material texture and vise versa.Īuto – Binds the Diffuse texture to the base app material. Instead, it disables the Opacity binding. Changing the SketchUp material transparency, however, does not change the V-Ray material. Opacity – Enables opacity/ transparency binding. Changing the V-Ray material color changes the corresponding base application material color and vise versa. Binding – Enables connection/binding between V-Ray and the corresponding base application material.Ĭolor – Enables color binding.