Materials, Bump Maps, Lights, Projection versus Normal Textures ◾ 195
BUMP MAPS VERSUS
DISPLACEMENT
MAPS IN MAYA
Now, we compare the use of bump
maps and displacement maps in Maya.
Bump Maps
Bump maps simulate ne-grained
geometry by manipulating the nor-
mals information derived from a tex-
ture to create the illusion of texture on
a model.
Figure 5.80 shows a Blinn mate-
rial with a checkerboard bump map
applied to it. is was made by rst
creating a Blinn material in the
Hypershade, then creating a check-
erboard texture in the Hypershade.
With the material selected, the texture
was middle mouse button dragged to
the Bump Mapping box in the attri-
bute editor.
Displacement Maps
Figure 5.81 shows another Blinn
material, but this time, instead of using a bump map, we are using a displacement map.
We don’t do this by selecting the material itself. Rather, we go to the Hypershade and
choose the Shading Groups tab (instead of the Materials tab). We select the second
Blinn. We then create another checkerboard texture and drag it to the Displacement
Map box in the attribute editor of the Blinn Shading node.
To emphasize this distinction, Figure5.82 shows the various tabs in the Hypershade
window. e two Blinns are labeled blinn3 and blinn6, and Maya provides dierent icons
for the two of them. e rst icon gives us a hint that a bump map has been applied. e
second icon is more abstract and indicates that we are using a dierent technique, namely,
displacement mapping.
The Resulting Render: Comparing Bump Maps to Displacement Maps
Remember that the glass dish is simply a revolved curve and has completely smooth geom-
etry. Figure5.83 shows two versions ofthe polygonglass dish in the same rendering. ey
are identical geometrically. On the le, a bump map has been used to create the feeling of
detailed, striated geometry. On the right, a displacement map has been used instead.
FIGURE 5.79 (See p. CI-13 of Color Insert) Ice
rink—day and night.