Normalmap
From Blood Wiki
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[[File:Heightmap_tiles.jpg|150px|thumb|Heightmap for parallax mapping]] | [[File:Heightmap_tiles.jpg|150px|thumb|Heightmap for parallax mapping]] | ||
− | Normal maps are images that store per-pixel | + | Normal maps are images that store per-pixel surface normals directly in the RGB values of an image. Properly done normalmaps can dramatically increase object detalisation without adding more polygons. Therefore, normalmaps have a bunch fo limits and quirks: |
+ | |||
+ | * Tangentspace normalmap is based on vertex normals. | ||
+ | * There is DirectX and OpenGL normalmap format, should figure out what format tool is producing and fix normalmap if it doesnt fit. | ||
+ | * Normalmappers have a couple of quirks (aliasing, noise). | ||
+ | * Seams and hard edges is tricky. | ||
'''Recommended articles on normalmaps:''' | '''Recommended articles on normalmaps:''' |
Revision as of 15:08, 18 July 2012
Normal maps are images that store per-pixel surface normals directly in the RGB values of an image. Properly done normalmaps can dramatically increase object detalisation without adding more polygons. Therefore, normalmaps have a bunch fo limits and quirks:
- Tangentspace normalmap is based on vertex normals.
- There is DirectX and OpenGL normalmap format, should figure out what format tool is producing and fix normalmap if it doesnt fit.
- Normalmappers have a couple of quirks (aliasing, noise).
- Seams and hard edges is tricky.
Recommended articles on normalmaps:
In Darkplaces Engine, normalmaps are:
- Tangent-space RGB
- OpenGL-oriented (X stores horizontal, Y vertical)
- Optionally can store alpha component which represents height that will be use for parallax mapping.
- Compressed to DXT1 (if not alpha) or DXT5