Home Search

DriveWorks Pro 24
Bump

Send Feedback

Bump - Render Property

The Bump render property lets you add a Bump texture to your 3D Appearance. Bump maps are also known as Normal maps. They are a special kind of texture that allow you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry.

Bump maps add visual detail to a model without additional surfaces. This is a really easy method for adding detail and realism to a model.

Without Normal TextureWith Normal Texture

Without a Normal Texture the surface will reflect light like a solid sphere. When a Normal Texture is added it adds additional normals to the model. These additional normal give different parts of the surface different directions. This effects how the light reacts with the surface giving the illusion of depth.

In the second image, the above Normal Texture has been applied to the Appearance. This image provides the surface with extra surface detail. This results in a more accurate surface with better detail and improved lighting. This makes the model much more realistic.

Setting up an Appearance to use the Bump render property

  1. In a DriveWorks 3D Document, navigate to and select an Appearance.
  2. In the Information Panel select the Render Properties drop down.
  3. Select Bump from the drop down list.
  4. Select the Alpha Mode required for images applied to the PBR Advanced render property.

    Alpha Mode allows images with transparency to display any objects or scenes behind them.

    See Alpha Mode below for more information.

Alpha Mode

Alpha Mode allows images with transparency to display any objects or scenes behind them.

For Render Properties, other than Glass, the Alpha Mode can be set to:

  • Default

    Will display any alpha in the image as fully visible.

  • Cutout

    Will display any alpha in the image as fully visible or fully transparent, depending on the Cutout Threshold.

    • Cutout Threshold

      Set a value between 0 and 255 for the threshold to use to determine the pixels that will be displayed.

Using images with transparency, with the Cutout Alpha Mode, can enhance the DriveWorks 3D model by reducing the need for complex geometry.

For example, the image below:

Can be applied, as an appearance, to a Model.

The gray and white chequered background represents the alpha channel used in the image.

The Alpha Mode settings applied are shown in the table below:

DefaultCutout

Render Property Settings

The settings available on the Bump render property are grouped into the following categories:

Diffuse Color settings

Sets the color to use for the diffuse color of the Appearance.

Will apply a hexadecimal value to the Diffuse Color in the Parameter Panel.

  • Red

    Modifies the amount of red in the Diffuse Color. Enter a number from 0 to 255.

  • Green

    Modifies the amount of green in the Diffuse Color. Enter a number from 0 to 255.

  • Blue

    Modifies the amount of blue in the Diffuse Color. Enter a number from 0 to 255.

  • Alpha

    Controls the alpha channel or transparency of the Diffuse Color. Enter a number from 0 to 255.

    If the geometry wih the Diffuse Color applied is to have Shadow Casting or Edge Sketch applied, the appearance is required to be fully opaque.

    The alpha applied needs to be exactly 255. Anything less than this value is considered not fully opaque.

  • Ambient Intensity

    Controls the ambient intensity of the Appearance as a whole. Enter a number.

  • Diffuse Intensity

    Controls the intensity of the Diffuse Color/Texture. Enter a number.

Specular Color settings

Image showing the Specular Color user interface in a 3D Document

Sets the color to use for the specular.

Will apply a hexadecimal value to the Specular Color in the Parameter Panel.

  • Red

    Modifies the amount of red in the Specular Color. Enter a number from 0 to 255.

  • Green

    Modifies the amount of green in the Specular Color. Enter a number from 0 to 255.

  • Blue

    Modifies the amount of blue in the Specular Color. Enter a number from 0 to 255.

  • Intensity

    Controls the intensity of the specular highlight on an Appearance. Enter a number.

  • Reflectivity

    Controls the amount of reflectivity of an Appearance. Enter a number from 0 and above.

Texture Offset settings

Image showing the Texture Offset user interface in a 3D Document

  • Offset X

    Offset an applied texture in the X Axis. Allows you to position textures accurately on surfaces. Enter a number.

  • Offset Y

    Offset an applied texture in the Y Axis. Allows you to position textures accurately on surfaces. Enter a number.

Texture Transforms settings

Image showing the Texture Transforms user interface in a 3D Document

  • Scale X

    Modifies the scale of a texture to suit the size of the model.

    Enter a number from 0 and above.

    See Scaling Textures below for information on how scaling affects the applied texture image.

  • Scale Y

    Modifies the scale of a texture to suit the size of the model.

    Enter a number from 0 and above.

    See Scaling Textures below for information on how scaling affects the applied texture image.

  • Angle

    Change the rotation of a texture on a model. Enter a number from 0 to 360.

Scaling Textures

The scale of a texture is applied differently when World Position Textures is enabled.

  • When World Position Textures is Disabled:

    A scale of 0.5 will stretch or shrink half of a texture repetition over the corresponding axis of the geometry it is applied to.

    A scale of 1 will stretch or shrink one full texture repetition over the corresponding axis of the geometry it is applied to.

    A scale of 2 will stretch or shrink two full texture repetition over the corresponding axis of the geometry it is applied to.

    For example:

    Geometry Scale in the X and Y axis = 0.5 (meters)

    Texture Transform Scale X and Y axis = 1

    Will result in one full texture repetition over the 0.5 meter of the X and Y axis.

  • When World Position Textures is Enabled:

    A scale of 0.5 will apply half of a texture repetition over a 1 meter length in the corresponding axis.

    A scale of 1 will apply one full texture repetition over a 1 meter length in the corresponding axis.

    A scale of 2 will apply two full texture repetition over a 1 meter length in the corresponding axis.

    For example:

    Geometry Scale in the X and Y axis = 0.5 (meters)

    Texture Transform Scale X and Y axis = 1

    Will result in half a full texture repetition over the 0.5 meter of the X and Y axis.

World Position Textures

World Position textures allow seamless texturing over multiple models.

To understand how a World Position Texture is scaled see Texture Transforms settings above.

World Position Textures DisabledWorld Position Textures Enabled
The same textured appearance applied to multiple geometries does not flow seamlessly when one of the geometries differs in size.Enabling World Position Textures allows the same texture to flow into geometries with a different size without the need for complex calculations to scale the texture.

The following parameters can be selected:

Checking each checkbox will add that world position axis value at each pixel's location, to the corresponding texture coordinate value.

This has the effect of making the texture flow along that axis in world space.

  • Enabled

    Checking this will enable World Position Textures.

    A rule can also be built for this from the parameter panel by selecting the Enabled (with the address WorldPositionEnabled) property.

  • Horizontal
    • X

      Checked by default

      Check to add the horizontal X axis to the corresponding texture coordinate value.

    • Y

      Unchecked by default

      Check to add the horizontal Y axis to the corresponding texture coordinate value.

    • Z

      Checked by default

      Check to add the horizontal Z axis to the corresponding texture coordinate value.

  • Vertical
    • X

      Unchecked by default

      Check to add the vertical X axis to the corresponding texture coordinate value.

    • Y

      Checked by default

      Check to add the vertical Y axis to the corresponding texture coordinate value.

    • Z

      Unchecked by default

      Check to add the vertical Z axis to the corresponding texture coordinate value.

Diffuse Texture

Image showing the Diffuse Texture user interface in a 3D Document

  • Texture

    Select a diffuse texture from the list of available textures in the Document. Alternatively you can browse for a texture or build a rule to the path of a new texture.

Specular Texture settings

Image showing the Specular Texture user interface in a 3D Document

  • Texture

    Select a specular texture from the list of available textures in the Document. Alternatively you can browse for a texture or build a rule to the path of a new texture.

Normal Texture

Image showing the Normal Texture user interface in a 3D Document

  • Texture

    Select a normal texture from the list of available textures in the Document. Alternatively you can browse for a texture or build a rule to the path of a new texture.

Using the Bump render property

The Bump render property can be used in several ways. A Normal Texture can be used with a Diffuse or Specular Texture, or without these textures. You can also use combinations of textures depending on the outcome you need.

Diffuse Color, Specular Texture and Normal Texture

Simple colors can be applied to the surface of a model. A Normal texture and Specular texture can then be added to give that surface extra detail.

Adding a Normal and Specular texture to a surface gives it more realism and makes it look like a real surface without defining a Diffuse texture.

Simply using the Diffuse color, you can build a rule to drive and configure the Diffuse color. This means the color can be controlled dynamically without new textures and maintaining realism.

Diffuse Color without Normal TextureDiffuse Color with Normal Texture

A Diffuse Color can be driven and configured through Rules. The Normal texture adds to the Appearance and makes the appearance look more realistic. A bumpy surface is added to the Appearance to simulate the plaster on the wall. The normals created by the Normal texture create this effect.

Diffuse Texture, Specular Texture and Normal Texture

A Diffuse texture can also be used with a Normal texture. The Diffuse texture can be used instead of the Diffuse Color.

A Diffuse texture adds additional detail to the Appearance and the surface. This is further improved by using a Normal texture to add depth and realism to the material. The Normal texture effects how light reacts with the surface. You will notice areas become darker, as if they are shaded from the light source.

Diffuse Texture without Normal TextureDiffuse Texture with Normal Texture
Ambient Occlusion is also effected by the Normal texture. Cracks and crevices will become darker or occluded even though there is no extra geometry. The additional normals added by the texture will change the visible direction of the face and impact Ambient Occlusion.

Normal Texture Examples

Other Render Properties

DriveWorks has other render properties available to use on an Appearance.

These add different levels of realism to an Appearance.