Parallax and Parallax Shadow shaders

1. Plug illumination node into surface input.

2. Plug bumpmap image node into bumpmap.

3. Plug either XSINormalMap or Zbump node into normal. The parallax shader does not calculate normals, it just shifts them.

4. The bump_height slider controls the amount of geometric shift caused by the bumpmap input.

5. Checking the underlying curvature box will cause the shader to make a first order approximation for curvature of the surface that the bumpmap is applied to. In general bumpmaps should be small compared to features of the underlying geometry.

6. The march parameters can be adjusted to balance speed and quality. If the maxshift is too low there will be clipping of the parallax effect but too high will increase time.

7. Place Parallax_Shadow nodes between the soft light nodes and the light nodes.

8. Pick the lights you want to use for self_shadowing. Each one will definitely increase rendering time.

9. If a depth map is used, i.e. with all color values at mid-grey or below, check depth map which will make rendering much faster.



