Currently I am working on a scene with an old house, part of which is covered with plaster, the other is exposed brickwork, therefore two bump types are required in one texture. I had a number of ideas of how to do this in the Node Editor of Lightwave 9.6, however they where all pretty much useless. After a lot of frustration and searching the internet with no success I had a final try and got it to work.
Below is the method which I used, it probably isnt the most elegant method, but it works.
Firstly I will start with a cube.
Then in the Node editor we will add our first bump material.
Next will add a second bump material.
So now we want to create two different areas where they will be on the cube without creating and different surface textures.
To do this we will use a FBM node (any can be used) and use a gradient in order to create two distinct areas for the bumps to be placed.
When attached to the colour node, the results we be as follows.
Now we have two areas to work with. What we need to do now is get the bumps into the positions. To do this we will need a mixer node and a bump layer.
Connect the bump layer “bump” output to the “bump” input of the main node tree, then connect the “colour” output of the mixer node to the “bump” input of the bump layer node.
Add the “color” output of the gradient node to the “opacity” input of the mixer node – this is to give you two areas by poking a hole in the foreground layer.
Add the “bump” outputs of the two other nodes, in this case crackle and crumple to the foreground and background and then you are done.
The result should be as follows.
This can be daisychained further by adding a further mixer node instead of after the last mixer node in the chain, this will alow for more elaborate bump maps.
Questions, comments or improvements welcomed.