Controls / Bump Channel
Selects the image channel used by this operation.
Bump-driven glossy surface
Builds a glossy plastic, lacquer, enamel or rubber-like surface from a selected bump channel, a shape remap curve and directional virtual lighting.
Plastic is oriented toward stylized pseudo-relief rather than only a conventional diffuse/specular response. It converts image or channel information into bump detail, smooths and remaps that detail, then shades it with a controllable light direction.
Overview
Plastic is oriented toward stylized pseudo-relief rather than only a conventional diffuse/specular response. It converts image or channel information into bump detail, smooths and remaps that detail, then shades it with a controllable light direction.
Think of Plastic as embossing a texture into a glossy surface: the selected channel becomes height, the Shape curve defines the profile, and the Light controls reveal that relief.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
Material or texture data applied to the 3D object.
The processed result from this node.
Inspector
Start with these controls before reaching for more complicated workarounds.
Selects the image channel used by this operation.
Sets Bump Channel to Red.
Sets Bump Channel to Green.
Sets Bump Channel to Blue.
Sets Bump Channel to Alpha.
Sets Bump Channel to Luminance.
Links the X and Y values for the paired controls.
Sets the amount of blur.
Sets one boundary of the active range.
Sets one boundary of the active range.
Sets the color.
Adjusts the red channel.
Use channel-specific controls when the operation should not affect all components equally.
Adjusts the green channel.
Use channel-specific controls when the operation should not affect all components equally.
Adjusts the blue channel.
Use channel-specific controls when the operation should not affect all components equally.
Adjusts the alpha channel.
Use channel-specific controls when the operation should not affect all components equally.
Chooses how the Plastic shading result is combined with the incoming image or material.
Sets combine to Merge.
Sets combine to Add.
Sets combine to Highlights.
Remaps the bump profile to make the relief softer, harder, flatter or more pronounced.
Sets the exact input and output values of the selected Plastic-shaping curve point.
Sets the horizontal position or offset.
Sets the vertical position or offset.
Sets the vertical size.
Practical setup
Choose a source with useful alpha or luminance detail.
Select the most appropriate Bump Channel.
Blur noisy height detail until the surface reads cleanly.
Use Low/High and the Shape curve to define the relief.
Set the surface Color and Combine mode.
Move the virtual light until the form reads clearly.
Examples
Use logo alpha as bump and a soft light to create a lacquered emblem.
FastNoiseTexture supplies the bump pattern for a stylized plastic material.
Troubleshooting
Production notes
Related nodes