Animation of PBR materials

Hi, I have made a nice rendering of my sailboat, I would like to make an animation of the waves in motion.
Can Bongo animate the Bump channel of a PBR material to make the water move ?
Can I load an .AVI etc of an animated bump map into the Bump channel ?
I can make the animated bump map in Adobe Aftereffects.

Yes, there is two ways you can achieve this effect. The first is to animate the offset of the bump texture to give it the impression of moving.


If you want to use a video or image sequence you can use the Bongo Video Texture


Hi Joshua,
Thank you for that, the offset method is pretty nice.
I will try making an animated bump map in AE and giving that a try.

Hi Again.
I have manged to get the water animated using a Bumpmap.AVI.
But… the viewport rendered animation in Bongo (top) looks totally different to the Cycles Rendered images in Bongo.(bottom)

Any Ideas ?

Can you paste your system info? I double checked with both a video, image sequence, and the offset method and Cycles seemed to render them alright. The video you’re using would also be useful so we can attempt to duplicate the issue here. @nathanletwory might also be able to help.

Quick guess would be to check texture mapping repeats.

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Hi Guys,
I have attached the .3dm minus the boat model and my System info.

Ocean Environment 005_To Forum.3dm (14.8 MB)

Rhino 7 SR8 2021-7-6 (Rhino 7, 7.8.21187.05001, Git hash:master @ 192a2a48e69da14d2318023b008b0f252e30b7c8)
License type: Commercial, build 2021-07-06
License details: Cloud Zoo

Windows 10.0.19043 SR0.0 or greater (Physical RAM: 64Gb)

Computer platform: DESKTOP

Standard graphics configuration.
Primary display and OpenGL: NVIDIA GeForce RTX 2060 (NVidia) Memory: 6GB, Driver date: 5-6-2021 (M-D-Y). OpenGL Ver: 4.6.0 NVIDIA 462.59
> Accelerated graphics device with 4 adapter port(s)
- Windows Main Display attached to adapter port #0

OpenGL Settings
Safe mode: Off
Use accelerated hardware modes: On
Redraw scene when viewports are exposed: On
Graphics level being used: OpenGL 4.6 (primary GPU’s maximum)

Anti-alias mode: 4x
Mip Map Filtering: Linear
Anisotropic Filtering Mode: High

Vendor Name: NVIDIA Corporation
Render version: 4.6
Shading Language: 4.60 NVIDIA
Driver Date: 5-6-2021
Driver Version:
Maximum Texture size: 32768 x 32768
Z-Buffer depth: 24 bits
Maximum Viewport size: 32768 x 32768
Total Video Memory: 6 GB

Rhino plugins that do not ship with Rhino
C:\Program Files\Bongo 2.0 (64-bit)\Rhino6\Bongo.20.rhp “Bongo 2.0”
C:\Program Files\Rhino 6\Plug-ins\RhinoResurf\RhinoResurf_r6.rhp “RhinoResurf”
C:\Program Files\Common Files\McNeel\Rhinoceros\7.0\Plug-ins\KeyShot10RhinoPlugin (ccedd9da-83b9-429a-aec5-8ec90b85fe67)\\KeyShot10RhinoPlugin\Rhino 7\KeyShot10RhinoPlugin.rhp “KeyShot10RhinoPlugin”
C:\Users\Mike\AppData\Roaming\McNeel\Rhinoceros\7.0\Plug-ins\Twinmotion Direct Link 2020.2 (e24ee14a-9514-47da-8fe6-f6e61b20160e)\Twinmotion Direct Link 2020.rhp “Twinmotion Direct Link 2020”
C:\Program Files\Bongo 2.0 (64-bit)\BongoUI.20.v60.rhp “BongoUI20v60”
C:\Users\Mike\AppData\Roaming\McNeel\Rhinoceros\packages\7.0\AMDDenoiser\0.5.2\AMDDenoiser.Windows.rhp “AMDDenoiser.Windows”
C:\Users\Mike\AppData\Roaming\McNeel\Rhinoceros\packages\7.0\IntelDenoiser\0.6.3\IntelDenoiser.Windows.rhp “IntelDenoiser.Windows”
C:\Users\Mike\AppData\Roaming\McNeel\Rhinoceros\packages\7.0\iris\0.6.6\Iris.WinR6.rhp “Iris”
C:\Users\Mike\AppData\Roaming\McNeel\Rhinoceros\packages\7.0\NVIDIADenoiser\0.4.1\NVIDIADenoiser.Windows.rhp “NVIDIADenoiser.Windows”

Rhino plugins that ship with Rhino
C:\Program Files\Rhino 7\Plug-ins\Commands.rhp “Commands” 7.8.21187.5001
C:\Program Files\Rhino 7\Plug-ins\rdk.rhp “Renderer Development Kit”
C:\Program Files\Rhino 7\Plug-ins\RhinoRenderCycles.rhp “Rhino Render” 7.8.21187.5001
C:\Program Files\Rhino 7\Plug-ins\RhinoRender.rhp “Legacy Rhino Render”
C:\Program Files\Rhino 7\Plug-ins\rdk_etoui.rhp “RDK_EtoUI” 7.8.21187.5001
C:\Program Files\Rhino 7\Plug-ins\rdk_ui.rhp “Renderer Development Kit UI”
C:\Program Files\Rhino 7\Plug-ins\NamedSnapshots.rhp “Snapshots”
C:\Program Files\Rhino 7\Plug-ins\RhinoCycles.rhp “RhinoCycles” 7.8.21187.5001
C:\Program Files\Rhino 7\Plug-ins\Toolbars\Toolbars.rhp “Toolbars” 7.8.21187.5001
C:\Program Files\Rhino 7\Plug-ins\3dxrhino.rhp “3Dconnexion 3D Mouse”
C:\Program Files\Rhino 7\Plug-ins\Displacement.rhp “Displacement”
C:\Users\Mike\AppData\Roaming\McNeel\Rhinoceros\packages\7.0\SectionTools\2021.4.30.511\SectionTools.rhp “SectionTools”

I’m not that much of a render specialist, but I think what you describe is normal. Allow me to clarify.
Below are 4 images.
The first 2 are the result of the 2 various Render engines that come along with Rhino 7: ‘Rhino Render’ (also referred to as RR7 or Cycles) and ‘Rhino Legacy Render’. The result of both differs slightly. A render engine creates an independent image to be used to your own content (e.g. assemble into a video).


Legacy render which exists for compatibility with Rhino 6.

Then there are 2 ‘Viewport display modes’ : Rendered and Raytraced . A display mode is a way of viewing the model in one of Rhino’s Viewport (see Rhinoceros Help)

Display mode Rendered

Display mode Raytraced

As far as I see and know the Raytraced display mode gives a pretty good (exact?) preview of what a final RR7/Cycles render will look like. But not the same goes for the Rendered display mode. In previous Rhino versions it was kind of a fast preview of a rendered image. Nowadays it’s merely still fast – fast enough to give a decent ‘rendered’ preview of an animation – but it does not give an adequate preview of a fully rendered image, no matter which engine is used. In particular texture and bump mapping but also shadows and reflections can be very different from an actual render.


That said, bump map on the ground plane should match quite closely.

I did make changes to the Raytraced / Rhino Render material handling code - maybe I made a mistake somewhere.

It does look like with a normal map Raytraced does the incorrect thing.

If I change to a different image the mappings match. Here I use the same image for base color and bump map:

I’ve logged this as RH-64943 Normal map on ground plane has incorrect mapping

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Thanks in advance.
For one who doesn’t have a beast of a machine armed with a turbo GPU the ‘Rendered display mode’ is the only way to preview a rendered animation. So, for us animators, it would be very nice when the image comes close to the real thing.

Thanks guys,
I use a lot of software from different vendors, Autodesk, Trimble, Leica Geosystems, Faro etc
But their Tech support doesnt even come close to the support provided by McNeel.


Hi there,
has anyone created ocean waves plus an overlay with ship waves both animated?
Couldn’t find a solution to create a systematic wave system like created by a ship ad a white “foamy” bow wave.

Have to agree that McNeels support outperforms them all.


Bongo can animate the Bump map or the Displacement texture but getting the foam on the waves would require some kind of fluid simulation. Bongo doesn’t have that.

Thanks Marika,
I found the video online some time ago but the animated displacement function requires really a lot of time. It’s far from being a fluid movement on the screen. Wouldn’t matter though as rendering each frame takes time as well. But it slows down the complete process enormously.

So the solution should be found within Vray.

Hi Andre,
Have you looked at Enscape ?
It works very well for water.