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This page provides information on the Corona Bump Converter Map,= its settings, and usage.
By default, 3ds Max treats bump maps differently than "regular" RGB maps= , so some maps do not work correctly as inputs to bump mapping. The Co= rona Bump Converter resolves this, allowing you to use any map as an i= nput to the bump map channel in a shader.
It also lets you use the 3ds Max native Output settings to apply adjustm= ents to your bump map and get the results you would expect, which is not po= ssible in case of plugging a map directly into a material's bump slot.
Cor= ona Bump Converter relies= on UVW mapping, so if an object does not use UVW maps, or if they are inco= rrect, it may produce artifacts, or may not work at all.
Input =E2=80=93 Allows to load a bump map.
Strength =E2=80=93 Provides easy access to Bump Map Str= ength without having to modify it in the Maps section of the material.
Blurring =E2=80=93 Changes the radius from which the bu= mp is computed, which controls how much the map is visually blurred. Note t= hat high values (of 3 or above) may cause 'ghosting' in the result.
Object with noise map used as a bu=
mp map. Default settings.
Object with noise map used as bump= map. No Bump Con= verter used. The= output parameters of the noise map have been updated, however the rendered= image looks exactly the same as with the default settings.
Object with noise map used as bump= map. Bump Conver= ter used. The ou= tput parameters of the noise map have been updated, and this is correctly r= eflected in the rendered image.