Bump/Cast Shadows



Use this function to add Shadows to your textures. Parts of the target texture, that are not illuminated by the virtual light source, get darkened.

Set the position of this light source at the Direction panel. The height of the light is dependent on its radius. The greater the radius, the lower the light source is placed.

The Heightmap defines where shadows are cast and is supplied by the Source Texture, the Mask or both combined. It contains the relief data which is used to determine where light is blocked.

The height values of the heightmap can be modified with the Amplify value. Increase the value to get longer shadows.

Smooth shadows can be achieved by raising the Smooth Radius parameter. Setting the value to 1 produces hard shadows (Image 3).