Normalmap

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* [http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html Normalmaps for the Technical Game Modeler]
 
* [http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html Normalmaps for the Technical Game Modeler]
  
In Darkplaces Engine, normalmaps are tangentspace, OpenGL-oriented (X stores horizontal, Y vertical) and can additionally store alpha-component which represents height that will be use for [[parallex mapping]].
+
In Darkplaces Engine, normalmaps are:
 +
* Tangentspace RGB
 +
* OpenGL-oriented (X stores horizontal, Y vertical)
 +
* Can additionally store alpha-component which represents height that will be use for [[parallax mapping]].
  
 
== See also ==
 
== See also ==
 
* [[Texture]]
 
* [[Texture]]

Revision as of 14:50, 18 July 2012

Normalmap for a bowl model
Heightmap for parallax mapping

Normal maps are images that store per-pixel surfaces normals directly in the RGB values of an image. They can dramatically increase object detalisation without adding more polygons. Therefore, normalmaps have a bunch fo limits and quirks.

Recommended articles on normalmaps:

In Darkplaces Engine, normalmaps are:

  • Tangentspace RGB
  • OpenGL-oriented (X stores horizontal, Y vertical)
  • Can additionally store alpha-component which represents height that will be use for parallax mapping.

See also

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