- [Voiceover] I fine tuned the function graph
for the diffuse channel of the Rock Island material.
Let's take a look at that with a slightly larger rendering.
I'll extend the main camera view to make it bigger
and also increase the quality.
Right-click on the quick render icon
and choose ultra quality and the left-click
to execute a render in that view port.
Here's the edited version of that function graph,
showing that I've exaggerated the features quite a bit.
We can compare that to a prior version
from the render stack.
Here is the new version and then next to it
I've got a version from a prior scene.
You can see that I've increased the contrast quite a bit.
Here's our reference without any bump
or displacement map.
I'll close that window, select the Rock Island.
Right-click to go into the material editor.
And, first of all, we want to adjust the bumps settings.
Go into the bumps tab and turn on displacement mapping.
Reduce the overall depth to one.
We also want to make sure that add bump mapping
to displace surface is on.
Displacement mapping is going to deviate
the actual geometry.
Bump mapping only deviates the lighting.
We're going to reduce that bump depth
to a value of one as well.
With those bump and displacement settings normalized,
we'll now go into the function graph.
Right-click on the displacement production
and choose edit function.
We'll add a bump map now,
and perhaps counter-intuitively we'll use a water pattern.
And that's not going to be animated,
but it's going to give a good shape for the rocks.
And we'll just create a simple fractal node for that.
Right-click and choose fractal, simple fractal.
In the base settings the noise type, we'll choose
other patterns, watcher, rough.
We'll break up the pattern enable the width
rotation switch.
And we're going to stretch this one.
Set the wavelength X to 10, wavelength Y to 10,
and Z to two.
The largest feature will be 100 meters
and the smallest feature one meter.
The roughness, I'll increase to .8 and scroll down a bit.
As you can see it's sort of overexposed and blasting out.
We'll reduce the gain down to 0.1.
And, finally, the mysterious stretch damping.
That reduces the stretching on these smaller patterns,
and that's a useful one so we'll turn that up
to a value of one and connect that to the bump output node.
Click the plus sign to expand that.
And drag from the bump output node
to the simple fractal altitude.
And that connection's been made.
Click OK to exit the function editor.
And now we'll do another render with our bump map applied.
Our bump mapped render has completed.
We'll compare it using the render stack.
Here's the bump map version.
And for comparison here's the version with no bump mapping.
So the water pattern really is an effective on in this case.
Pretty straight-forward.
Of course, if we wanted to,
we could exaggerate the bump effect.
Go back into the bumps and set the bump depth to two.
And render once again.
The rendering with a bump depth of two is completed.
Let's compare that.
Here is bump depth of two, one, and zero.
Zero and two.
Very good, we've got an effective bump map
on our Rock Island.
We can close material editor
and move on now to displacement mapping.