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Architectural_Design_with_SketchUp

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Chapter 5 Rendering in <strong>SketchUp</strong><br />

A common method that is often built in to rendering software is to use the desaturated<br />

(grayscale) inverse of the texture image as the bump map. This is a bit of a rough approximation<br />

that can work well, but it is usually a good idea to create higher-quality bump maps in<br />

image-editing software and then use two separate images for the texture and the bump map.<br />

Some rendering software also offers a more advanced technique, called normal mapping.<br />

While bump mapping applies various levels of brightness to any location on a material<br />

depending on the depth information in the bump map, normal mapping modifies light<br />

properties based on a surface’s “normal,” or perpendicular, vector at any given point.<br />

TIP<br />

One method for creating a bump map in image-editing software is to start <strong>with</strong> a blackand-white<br />

version of the texture image and then invert it. Then use Brightness/Contrast<br />

adjustment to increase the black-and-white contrast in the image. Finally, use a white brush<br />

to remove any unwanted gray or black areas from the image. Don’t forget to save the image<br />

at the same pixel size as the original texture. (See Figure 5.74.)<br />

Figure 5.74: Two different bump maps (left: texture; middle: inverted black-and-white map; right: high-contrast<br />

black-and-white map created in image editor<br />

Displacement<br />

Depending on your rendering software, you may be able to add a displacement map to a<br />

texture as well. This technique goes one step further than bump mapping in that it doesn’t<br />

simply modify light properties but modifies the surface of the object itself. Small or even<br />

larger details can be added to a surface through a displacement map—requiring less initial<br />

modeling and providing a higher level of realism because surface depressions or extrusions<br />

exist as actual geometry.<br />

A good use for a displacement map would again be our brick wall—especially if<br />

larger bricks or round boulders were used for the surface texture. While bump maps fail<br />

to model wall edges properly (they don’t show a mortar recess at the edge, for example),<br />

a displacement map can do this by creating geometry at this location. Other uses are<br />

terrain generation, whereby an entire three-dimensional terrain can be created from a<br />

black-and-white image (typically called a heightfield) in which pixel grayscale corresponds<br />

to altitude values.<br />

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