Saturday, January 7, 2012

Texture Displacement

Texture Displacement in Cycles is essentially what was normal-map-texturing in the internal renderer.  This entry will show how to apply texture displacement to a mesh, and I'll show this with a log I created for my fantasy football team.

What we want to add bump mapping to is the text "Motown Mayhem".  Since this mesh will have a galvinized metal texture, I expect it would have rough texture as well.


The basic idea of adding displacement is feeding the image into the Displacement input of the Material Out box.  In this case however, to control its strength, we add a Math node in between and set it to Multiply.  By adjusting the value slider, you can adjust the strength (depth) of the bump.

The final render of the logo with the bumpy text.

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