This is a high level VOP that applies various methods of modifying surface positions and normals.
See the Texture Type parameter for a list of supported operations.
For more information on bump, normal & displacement mapping, please click here.
The type of operation to perform.
A fast alternative to displacement that only modifies normals to give the appearance of surface height variations. The surface offset is defined by the value input. The position isn’t modified.
Sets the normal to the vector value, after converting from the set Normal Space and applying any flipping as defined by Flip X and Flip Y. The normal is applied relative to the chosen Space.
Displace Along Normal
Offsets P by a component of value in the direction of N. Updates N to fit the new surface positions.
Offsets P by the value vector. The value is applied in the chosen Space.
Texture Color Space
The texture’s color space.
The space in which the vector-based operations Normal and Vector Displacement are applied.
UV Tangent Space
Use the space defined by the Surface Normal and the UV-tangents. Using this space allows normal textures to be applied to deforming objects, since the vector applied relative to the surface’s orientation, rather than simply in object space.
Use the object’s transform.
This offset is added to the value before Effect Scale is applied.
The effect of the operation is scaled by this value.
In Normal mode, this scales the rotation of normals away form the input normal.
The image file to use as a texture map.
UDIM Filename Expansion
UDIM texture filename expansion.
The UDIM coordinate is computed based on the uv-coordinate:
1000 + int(u)+1 + int(v)*10.
Example: “map_%(UDIM)d.rat” returns “map_1044.rat” with u=3.1, v=4.15
Determines how the image is evaluated when the texture coordinates are outside the range 0-1. The options are:
repeat). The image map repeats outside the
range 0 to 1. Basically, the integer component of the texture
coordinate is ignored.
streak). Texture coordinates are clamped to
the 0 to 1 range.
decal). Coordinates outside the range 0 to 1
will evaluate to the border color rather than an image
Type of anti-aliasing filter to be used for evaluation. The options are:
Blur the texture based on derivatives in shading contexts. For contexts that do not provide derivatives (such as the sop context), this parameter will have no effect and you should use Texture Blur or Pixel Blur instead. In shading contexts, filtering will be proportional to the micropolygon size with a filter width of 1, filtering one micropolygon.
The component to use with the scalar operations Bump and Displace Along Normal.
The image plane to read from the texture.
Tangent-space normals exported using the Shading Tangent-Space Normal parameter on the Mantra ROP are exported to the
Nt image plane by convention.
In Normal mode, controls in what format the input is stored.
0 to 1
The components of the normal are in the
0-1 range. This is typically done in textures in order to store values in the positive and visible range.
-1 to 1
The components of the normal are in their natural, normalized state.
Flip the input normals in X, before applying the Vector Space.
Flip the input normals in Y, before applying the Vector Space.