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:
+
In Darkplaces engine, normalmaps are:
 
* Tangent-space RGB
 
* Tangent-space RGB
 
* OpenGL-oriented (X stores horizontal, Y vertical)
 
* OpenGL-oriented (X stores horizontal, Y vertical)

Revision as of 15:12, 18 July 2012

Normalmap for a bowl model
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:

  • Tangentspace normalmap is based on vertex normals, if vertex normals is adjusted, normalmap is outdated.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.
  • UV seams and 'hard edges' produces by vertex normals is tricky.
  • Normalmappers have a couple of quirks (aliasing, noise).

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

See also

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