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Bump map | Determines the height map to use to generate roughness or perturbations for the surface of the layer.
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Fill | Determines the colors for the surface of the layer before lighting and shading are applied.
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Fill Color | The color used to fill the layer when Fill is set to Color. Default: |
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Mirror | Flips alternate copies of the bump map so that the edges meet seamlessly. Default: off |
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Scale | Scales the bump map relative to the layer. If using Layer Luminance or Background Luminance, a value of 1.0 will match the original exactly. When scaled down, the bump map will repeat. Range: 0 to 10; Default: 1 |
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Stretch | Stretches the bump map. Negative values stretch the map vertically, while positive values stretch the map horizontally. Default: 1, 1 |
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Angle | The angle of the bump map relative to the layer. Range: -3600º to 3600º; Default: 0º |
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Crop | For Layer Luminance or Background Luminance bump maps, controls cropping of the bump map before it is applied to the layer. This value is the proportion of the texture that is retained, while the rest is removed by cropping. For example, if this is set to 0.5, half of the texture (measured from the center) will be used, and the outer edges will be cropped. If this is greater than 1.0, the texture will shrink below its original size, leaving transparent areas around the edge. Range: 0.01 to 2; Default: 1 |
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Offset | The amount to offset the bump map from its original position. Default: 0, 0 |
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Light Source | ||
Shading | Controls how the surface of the layer is lit and shaded.
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Intensity | The brightness of the light source. Range: 0% to 200%; Default: 100% |
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Shine | Controls how shiny the surface is. Higher values make the surface appear more metallic. Range: 0 to 1; Default: 0.8 |
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Specularity | The amount of specular reflectivity in the shape's surface material. Use lower values for a matte finish, and higher values for smooth, glossy surfaces. Range: 1 to 150; Default: 30 |
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Ambient | The amount of ambient light in the environment. Ambient light is light that comes from all around, without a particular direction, and is useful for shapes in scenes with lots of soft, scattered light. Lower values result in less ambient light, for a harsher lighting effect and more pronounced shadows. Higher values result in less pronounced, weaker shadows. Range: 0 to 1; Default: 0.6 |
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Color | The color of the light source. Default: |
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Shine Color | The color of the highlights of the bump map. Default: |
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Direction | The direction of the light source, used when Shading is set to Point Light or Directional Light. Default: 75, -75 |
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Elevation | The distance of the light source from the shape (not from the screen). Positive values place the light source in front of the shape; negative values place the light source behind the shape. This is only used when Shading is set to Point Light or Directonal Light. Range: 0 to 1000; Default: 600 |
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Surface | ||
Height | Height of the bumps in the map where the luminance is at maximum. Positive values cause the bumps to be raised above the surface of the layer, while negative values cause the bumps to be depressed into the surface of the layer. Range: -100% to 100%; Default: 10% |
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Smoothing | Smooths the surface normals calculated from the bump map. This is used to compensate for the appearance of steppiness due to the limited range of luminance values available for the bump map, or to remove unwated fine details, such as those caused by noise in a photograph. Range: 1 to 10; Default: 1 |
Usage
The lighting and shading of the layer is based on a texture, very much like textures applied to 3D objects. However, in this case the texture determines how far a given pixel sticks out from the layer, or put another way, how high the layer is at that pixel. Hence the name "bump map" or "height map". Lighter color pixels represent higher parts of the layer, and darker pixels represent lower or deeper part of the layer. As with any texture, the bump map can be tiled across the layer and wraps at the edges, and settings such as Crop, Angle, Scale, Stretch and Mirror make it possible to control that tiling.
To use bump map, you need pixels to use for the layer fill, and pixels to use for the layer height (the bump map). There are several common approaches to this:
- If you are using built-in presets such as Canvas or Wood for the bump map, the most common approach is to use the layer itself as fill.
- If you want to use a custom texture, define it in the layer and use Layer Luminance as the bump map, and use Background or Color as the fill.
- Other combinations, though less common, are also possible. Using Layer Luminance for the bump map and Layer for the fill (essentially using the layer as its own bump map) can be used to add interesting texturing to a photo.
Note that although the bump map is calculated in 3D, the output is rendered in 2D, so it doesn't give the results you might expect when combining it with 3D effects such as Box or Ellipsoid.
Use Cases
- Add texture to solid color or gradient filled layer by selecting a preset in the Bump Map drop down menu.
- Define a custom texture by selecting Layer Luminance for the Bump Map, and Background or Color for the fill.
- Create the illusion of texture with images and video by selecting Layer Luminance in the Bump Map drop down menu.
- Combine with Turbulence and ExposureGamma/ for a rusting or decaying effect.
- Use with any 3D effect by settings the 3D effect's shading to Depth Map, and then applying Bump Map.