The Fast Shader
performs a standard Dot3 bumpmapping on the texture, without
calculating shadows and highlights.
Set the location of the light source
by moving the pointer at the Direction panel. Decreasing the radius
raises the height of the light.
The relief data can come from
the Source
Texture or the Mask.
Smooth the heightmap by increasing the Pre-Smoothing
parameter.
Scale the height values of the
heightmap with the Amplify value.
There are two light colors: The
one of the direct light (Primary Color), which comes from
the light source and is angle-dependent, and the color of the
ambient light (Secondary Color), which is constant over the
texture.