Normalmap
From Blood Wiki
(Difference between revisions)
Line 2: | Line 2: | ||
[[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 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: | + | 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* Tangentspace normalmap is based on vertex normals, if vertex normals is adjusted, normalmap is outdated. | * Tangentspace normalmap is based on vertex normals, if vertex normals is adjusted, normalmap is outdated. |
Revision as of 15:09, 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- Tangentspace normalmap is based on vertex normals, if vertex normals is adjusted, normalmap is outdated.
- 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).
- UV seams and vertex normals '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