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Architectural_Design_with_SketchUp

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<strong>Architectural</strong> <strong>Design</strong> <strong>with</strong> <strong>SketchUp</strong><br />

The best example to illustrate where we would use this might be a brick wall. In such a<br />

wall, the mortar is slightly recessed from the surface of the bricks. Depending on where the<br />

lighting comes from, we should see shadows in the mortar lines and highlights at the edges<br />

of the bricks. If such a wall were textured <strong>with</strong> a simple photograph of bricks, then changing<br />

light direction would not change the shadow appearance of the mortar lines, which would<br />

lead to a flat-looking wall. A bump map remedies this by giving the rendering software information<br />

where it needs to modify surface appearance so that the texture looks as though it<br />

is flat or recessed. (See Figure 5.72.)<br />

Figure 5.72: The same texture rendered <strong>with</strong>out bump (left) and <strong>with</strong> bump (right)<br />

Other examples where bump maps are appropriate are bevel siding, flooring, paving,<br />

rough soil, and other textures where surface roughness creates gaps, creases, and depressions<br />

of less than approximately 1g in depth. Figure 5.73 shows a classic case where material<br />

bump should be used.<br />

You can easily apply a bump map to any texture by providing a black-and-white image of<br />

the map and applying it in your rendering software’s material editor (if the software supports<br />

this). It is important to remember that the map image has to have the same pixel dimensions<br />

as the texture image for both to align properly. During rendering, parts of the map that are<br />

dark will appear to recede while white parts will stay at the material’s surface.<br />

194<br />

Figure 5.73: Brick walls—a classic case where bump is warranted

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