All technical illustrations, bump maps, and renders were created myself using Adobe® Photoshop® CS4 and 3DS Max® 2011. Screencaptures used in the tutorial are from Autodesk® 3DS Max® 2011. A base photograph of bricks was supplied by www.cgtextures.com. This document was created in Framemaker® 9.
All technical illustrations, bump maps, and renders were created myself using Adobe® Photoshop® CS4 and 3DS Max® 2011. Screencaptures used in the tutorial are from Autodesk® 3DS Max® 2011. A base photograph of bricks was supplied by www.cgtextures.com. This document was created in Framemaker® 9.
All technical illustrations, bump maps, and renders were created myself using Adobe® Photoshop® CS4 and 3DS Max® 2011. Screencaptures used in the tutorial are from Autodesk® 3DS Max® 2011. A base photograph of bricks was supplied by www.cgtextures.com. This document was created in Framemaker® 9.
Using and Understanding Bump Mapping: The Theory and Application for Creating Surface Detail in 3D Modeling with a Tutorial for 3DS Max 2011 Written and Illustrated by CJ Madsen January 2011 All technical illustrations, bump maps, and renders were created myself using Adobe Photoshop CS4 and 3DS Max 2011. Screencaptures used in the tutorial are from Autodesk 3DS Max 2011. A base photograph of bricks was supplied by www.cgtextures.com. This document was created in Framemaker 9. www.coroflot.com/cjmadsen cmadsen.work@gmail.com Using and Understanding Bump Mapping C. J. Madsen Table of Contents Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Technical Theory How Bump Mapping Works . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Perturbing the Normals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 James Blinn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Use and Limitations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Tutorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Bump Mapping a Brick Wall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Procedures
Set up the Scene:. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Set up Continued... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Creating the Geometry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Modifying the Geometry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Texturing the Wall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Texturing Continued. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Rendering the Scene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Textures for Tutorial Diffuse Texture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Bump Texture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Using and Understanding Bump Mapping Introduction 1 C. J. Madsen Bump mapping is used in 3D computer modeling to create surface detail like bumps and wrinkles that allow for a more convincing look. It is an efficient technique for adding complexity and realism to an object without further modeling or lengthy rendering. It is useful for creating surface textures such as the dimpled peel of an orange, an embossed logo, or a brick wall. A bump map is a grayscale texture map that creates the illusion of bumps and surface roughness by a process called perturbing the normals. Because it is a surface shader, geometry is neither added nor modified. Bump mapping is often used in the video game industry where file size and poly count restrictions limit the amount of modeling. This guide was written for artists, students, teachers, and other 3D professionals. It is intended to provide an understanding of bump mapping, its uses and limitations, along with a tutorial for application. Bump mapping is common in most 3D modeling packages and beginning to intermediate artists will find this information useful. Bicentennial quarter created from a cylinder with a bump map. A diffuse (color) and bump map applied to a flat pane with one polygon to create a detailed brick wall. The 3DS Max Teapot rendered with the same diffuse and bump map on the left. Introduction i Using and Understanding Bump Mapping Technical Theory 2 C. J. Madsen Bump mapping manipulates normals to control light and shadow in order to create surface detail. In lighting, the brightness or darkness of a surface is relative to that surfaces distance and orientation to a light source. In 3D, a normals orientation to a light source is used to calculate the surfaces illumination. A smooth, flat surface has normals pointing in the same direction. When photons, particles of light, hit an objects surface they reflect or bounce off in a uniform manner. An irregular or bumpy surface has normals pointing in multiple directions and causes the light to reflect in multiple directions. Bump mapping forces light to treat a flat surface as if it were bumpy. The process is called perturbing the normals because the bump map unsettles the normals by imitating a tilt based on the intensity values of a texture map. The intensity values are simply how black (dark) or how white (bright) the color is. Mapping refers to a mathematical operation or function that associates each element of one set, in this case the pixels of the objects surface, with the elements of a second set, the pixels of the texture map. The surface remains flat but the rendering engine, deceived by the bump map, can only see the perturbed normals and calculates it as uneven surface. Note: Normal vectors are invisible by default and are not renderable. Sphere with upper hemisphere normals visible in red. Cube with normals indicated in red. 1 How Bump Mapping Works Normal: a vector that protrudes at 90 from the center of a polygonal face to indicate its direction. Technical Theory TIP To display the normal vectors of a face in 3DS Max select Show Normals on the Selection rollout of an editable mesh or for an editable poly add a Normal modifier. Using and Understanding Bump Mapping Technical Theory 3 C. J. Madsen Perturbing the Normals To perturb the normals bump mapping changes the brightness of each pixel on the objects surface corresponding to the pixels of a heightmap, acting as the domain and codomain of the function. Located within the texture, a heightmap stores data on surface elevation and is used to calculate the minimum and maximum values with black being the lowest elevation and white being the maximum elevation. The intensity determines the relative height of a faces normal from the cameras viewpoint. When rendering an object with a bump map darker areas will appear recessed and lighter areas will appear raised. James Blinn James Blinn introduced the method of bump mapping in 1978. With a bachelors in physics, a masters in engineering, and a Ph.D. in computer science Blinn was able to devise techniques that were ahead of their time and are still in use today. In addition to bump mapping, Blinn developed environmental mapping and the Blinn-Phong shader. All three of these rely on vectors and interpreting the way light and objects interact in virtual 3D space. He is noted for his work at NASAs Jet Propulsion Laboratory animating the Voyager spacecraft and animation for Carl Sagans Cosmos documentary. A. The normals on a flat, smooth surface. B. The normals on a bumpy, rough surface. C. A flat surface with a bump map perturbing the normals. A 512x512 bump map texture saved as a jpeg. White areas will appear raised; black areas recessed. The bump map texture has been applied to a single polygon plane. A slight blur to the bump map results in a smoother bump effect. Using and Understanding Bump Mapping Uses and Limitations 4 C. J. Madsen Realistically no surface is entirely smooth. Small imperfections and pits cause light to reflect and scatter. To achieve realism and a sense of tangibility bump mapping is effective and adds the irregular details found in life. These are examples of surfaces where bump mapping is best used: the dimpled peel of an orange, a textured interior wall, an embossed design or logo, human skin, rust, dirt and grime, or a brick wall. There are limitations to bump mapping and its illusion will fail when used improperly. Because the process neither adds nor alters geometry, the silhouette and shadow of an object remain the same. Imagine a sphere with a bump map applied to make it look like a lumpy ball of clay. When rendered, its silhouette and shadow will be that of a smooth sphere, even though the surface appears bumpy. To achieve realism in this situation additional modeling is needed or the use of a displacement map. A displacement map is almost identical to a bump map with the key difference being that the displacement map displaces geometry, altering the underlying surface and increasing the poly count. The results of displacement mapping will be more accurate at the cost of rendering time and system resources like memory. Using a bump map to create the treads on a car tire is another situation where it would produce poor results. However, it would be of great use for creating the pitted and waxy surface of the rubber. Bump mapping is generally effective for creating surface detail that is shallow. In the example of the car tire, the treads are much too deep to use a bump map, unless the tire will be viewed from a distance. If a close-up is required, bump mapping may not be a suitable choice. Knowing when to use a bump map depends on the level of realism, the render quality, or poly count restrictions of the model. :A sphere with a bump map applied. Note the perfect, circular silhouette and smooth shadow. :The same sphere with a displacement map. Note the irregular silhouette and corresponding shadow. 2 Use and Limitations Using and Understanding Bump Mapping Tutorial 5 C. J. Madsen When applying bump maps a bitmap file or a procedural map may be used. Procedural maps, such as noise or smoke, use a mathematical algorithm to generate a pattern or a random effect. With a bitmap, such as a jpeg, grayscale images work best. White areas are raised, and black areas are lowered. This example illustrates the process for creating and applying a bump map to make a simple brick wall using 3DS Max 2011. Textures have been provided at the end of this guide (pages 13 and 14). To save them, do the following: 1. Select the image and right-click. Then select copy Copy Image. 2. Paste the image in any program such as Photoshop or Paint. 3. Save as jpegs with respective names: Brick Wall Texture.Diffuse.jpg Brick Wall Texture.Bump.jpg There are four sections in this tutorial: Set up the scene so units and display settings of this tutorial will match your system. Create and Modify the geometry. Texture the brick wall using the supplied bump and diffuse map. Render the scene. Bump Mapping a Brick Wall Tutorial This is the Bump map texture used in this tutorial. This map provides the height information.(Use the image on page 14) This is the Diffuse or color texture used in this tutorial. This map provides the color information. (use the image on page 13) T Using and Understanding Bump Mapping Tutorial 6 C. J. Madsen Set up the scene: To produce the desired result and for ease of use, it is important to first set up 3DS Max so that the tutorials settings and your settings match. 1. Load 3DS Max. 2. From the main menu bar select Customize then in the drop-down list select Units Setup. 3. In the Units Setup dialog box select US Standard and Feet w/Decimal Inches in the drop-down list. 4. Next to Default Units select Feet. 5. Select OK to close the dialog box. 6. Press F10 or select Rendering from the main menu bar then in the drop-down list select Render Setup. 7. In the Render Setup dialog box select the Common tab. 8. Scroll down the rollout and open Assign Renderer. 9. Next to Production, Default Scanline Rendered should be displayed. If not, select the box () next to it and choose Default Scanline Renderer from the Choose Renderer dialog box and press OK. Procedures S Using and Understanding Bump Mapping Tutorial 7 C. J. Madsen The following settings are to limit aliasing when rendering bump maps. Aliasing is the jagged appearance at the edge of a curve or diagonal line caused by low resolution. 10. In the Render Setup dialog box select the Renderer tab. 11. In the Antialiasing section set the filter to Cook-Variable from the drop-down list. 12. In the Global Supersampling section, check Enable Global Supersampler 13. Close the Render Setup dialog box. After the tutorial, you may want to experiment with different filters as each yields a different look. Hovering the cursor over the filters name gives a brief description of its purpose. TIP If your computer is a multi-core processor selecting Enable SSE in the options section should improve rendering speed. Material Editor Setup 1. Press M on the keyboard to bring up the Material Editor. 2. If it displays Slate Material Editor select Modes, then select Compact Material Editor and then close the editor. S Set up continued... The top text has been filtered to prevent aliasing while the bottom has not. This is the Render Setup dialog for the Default Scanline Renderer. The settings change depending on what renderer is selected. Using and Understanding Bump Mapping Tutorial 8 C. J. Madsen 1. From the Command Panel select the Create tab to open the Create Panel. By default, the Create Panel is normally open. 2. Select the Geometry button. 3. Select Box from the Object Type rollout. 4. In the top viewport, click and hold the left mouse button at any point (do not release) 5. Drag the mouse to define the length and width parameters for the box. (It does not matter what size as we will change it later.) Release the mouse button. 6. Without clicking, move the mouse up or down to set the height and then click the left mouse button. By looking in the front, left, or perspective viewport you will see the change. 7. Right click to complete the creation. Creating the Geometry C This is the Command Panel. Here you can access the following tabs, from left to right: Create, Modify, Hierarchy, Motion, Display, and Utilities. By default, this panel is located on the upper, right hand side of the 3DS Max window. Here is the wireframe view in the top viewport. Its good practice to create geometry in the top viewport to ensure it is properly aligned in 3D space. The 3DS Max workspace displaying the box in each viewport. Viewports are, clockwise from top left: Top, Front, Perspective, and Left. All are in wireframe mode except for Perspective. TIP With a viewport selected, press ALT+Q to expand the viewport and fill the workspace. You can also right-click on a viewports name and change it from the popup menu. TIP Pressing F3 in 3DS Max switches to shaded mode. Using and Understanding Bump Mapping Tutorial 9 C. J. Madsen 1. Select the box if its not already selected. 2. From the Command Panel select the Modify tab to open the Modify Panel. 3. Just beneath the Command Panel the object name is displayed. It should be something similar to Box001. Highlight this and type Brick Wall. 4. Within the Modify panel, move down to the Parameters section. 5. Enter the following values: Length: 1 Width: 10 Height 10 6. Next we want to position the Brick Wall in the middle of 3D Space. Select the Brick Wall if it is not selected already. 7. Press W on the keyboard or select the Move tool from the main toolbar 8. At the bottom of the screen is the Status Bar. Find the coordinate display for the x, y, and z. 9. Right click the spinners for all three to set them at 00.0. 10. The Brick Wall is now positioned in the center of 3D space. Modifying the Geometry M Click and drag in the gray box with the object name Your screen should look like this now. TIP Naming objects is good practice. Your workflow will be faster and more organized, especially as the scene grows larger and more complex. You can change the value by using the spinners but it is faster to double-click in the box and type the value. Since the units have been set to Feet, you can type 1 and press enter. The value will automatically change to 10.0. The status bar with coordinate display. Spinners are the vertical arrows to the right of the values they control. TIP You should always model an object centered in 3D space. Modifiers such as symmetry and mirror will produce undesirable results if not centered as the axis is set to 0,0,0. TIP Pressing Z on the keyboard will zoom and center the selected object in each displayed viewport. Using and Understanding Bump Mapping Tutorial 10 C. J. Madsen Applying the Textures: 1. Select the Brick Wall. 2. Press M to bring up the Material Editor 3. With any sample slot selected, highlight the name located beneath the tool bar and type Brick Wall. 4. In the Blinn Basic Parameters section click the button to the right of the color swatch for Diffuse. 5. The Material/Map Browser opens. 6. Beneath Maps/Standard Maps, double- click Bitmap. 7. A window opens to locate the file on your computer. 8. Select the file Brick Wall Texture.Diffuse.jpg 9. Press open and the window closes. 10. Navigate up the Material Editor by pressing the Go To Parent button. Texturing the Wall T Using and Understanding Bump Mapping Tutorial 11 C. J. Madsen 11. In the Material rollout, open the Maps tab. 12. Place a check next to Bump and assign a value of 250. 13. Select the button next to it that says NONE. 14. Double-click Bitmap. 15. A window opens to locate the file on your computer. 16. Select the file Brick Wall Texture.Bump.jpg 17. Press open and the window closes. 18. Navigate up the Material Editor by pressing the Go To Parent button. 19. With the object Brick Wall selected, press the Assign Material to Selection button. 20. To preview the diffuse (color) texture in the viewport press the Show Standard Map in Viewport button. Texturing continued... T Remember, you will not be able to see the bump map effect in the viewport. You must first render the scene. Using and Understanding Bump Mapping Tutorial 12 C. J. Madsen 1. Press F10 to bring up the Render Setup Window. 2. Go to the Output Size section of the Common Parameters rollout and change the Width and Height values to 800. 3. Click in the Front viewport, then right- click the word Front and select Show Safe Frames. You could also press Shift F4. This brings up a yellow frame within the viewport and represents what the camera will render. 4. If still in wireframe, press F3 to display shaded mode.With the Brick Wall centered, press Z and then zoom in to fill the viewport entirely with the Brick Wall. 5. You can now press F9 or the Render button on the Render Setup Window. 6. After pressing either button, the rendered frame and render progress windows will appear. Now you can experiment by rendering without the bump map, changing the bump values, using different Antialiasing filters, or rendering from a different camera view to observe how it affects the bump map. You could also apply this same material to different objects such as the Teapot. TIP Press the Clone Rendered Frame Window button to create a current copy. When you experiment with changed settings you will want something to compare the new render with. R Rendering the Scene Sample document. Diffuse texture has been removed to decrease file size. Sample document. Bump texture has been removed to decrease file size. Using and Understanding Bump Mapping Conclusion C. J. Madsen Thank you for taking the time to read this document. I hope this summary of bump mapping was informative and helpful. Additional Resources: Textures: www.cgtextures.com Tips, Tutorials, and Resources for anything CG related: 3D Total - www.3dtotal.com The Area - http://area.autodesk.com/ CG Society - www.cgsociety.org/ 3D World Magazine - www.3dworldmag.com/
The help section of 3DS Max and the Autodesk website have additional tutorials and would be a starting point for anyone wanting to learn more about the software. Thank you, C. J. Madsen www.coroflot.com/cjmadsen Conclusion C