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Enabled – This enables the use of bump parameters.

Intensity – Specifies the intensity of the bump effect.

Texture – Defines the texture map or shader that will be used for the bump.



Enabled – Enables the use of displacement properties for the material.

Min level – Sets the displacement distance applied to areas with black (0.0) texture. Measured in world space units.

Max level – Defines the strength of the displacement effect. It is the world space displacement distance applied to the areas with white (1.0) textures.

Enable water level – When enabled, this option enables the clipping of the displacement starting from the 0.0 values or black areas of the texture map or shader.

Water level – Sets the clipping distance in world space units.

Texture – Defines the texture map or shader that will be used for the displacement.

Mode – Defines the mode used to calculate the displacement. Available modes are:

Normal – Classic displacement that is done along surface normal; the shader is evaluated as monochromatic.
Vector tangent – Vector displacement that is evaluated in tangent space.
Vector object Vector displacement that is evaluated in object space.



Bump and Parallax Zone – Determines the point where additional bump and parallax no longer exist, and only natural height effects remain. This option is especially useful for shallow angles of view to the material, where it might appear flat or less detailed. A value of 0 adds no additional bump and parallax. A value of 1 adds additional bump and parallax equally regardless of the view angle. All scanned materials, by default, have the most suitable value loaded for this parameter to achieve the most realistic look. If you need full control over the bump and the parallax, set the value to 1 and work with the Parallax and Bump Multipliers. 

Parallax Multiplier – Adjusts additional parallax and edge displacement strength. 

Bump Multiplier – Adjusts the additional bump. 

Edges Displacement – Uses a special technique that makes the edges of the geometry appear slightly jagged inwards. This option is useful when rendering close-ups of materials with bumps. It is faster than actual displacement and helps to achieve better realism.