Normalmap
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* Tangentspace normalmap is based on vertex normals, if vertex normals is adjusted, normalmap is outdated. | * Tangentspace normalmap is based on vertex normals, if vertex normals is adjusted, normalmap is outdated. | ||
* There is DirectX and OpenGL normalmap format, should figure out what format tool is producing and fix normalmap if it doesnt fit. | * 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' | + | * UV seams and 'hard edges' produced by vertex normals is tricky. |
* Normalmappers have a couple of quirks (aliasing, noise). | * Normalmappers have a couple of quirks (aliasing, noise). | ||
Line 15: | Line 15: | ||
* [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 | + | 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) | ||
− | * Optionally can store alpha component which represents height that will be | + | * Optionally can store alpha component which represents height that will be used for [[parallax mapping]]. |
* Compressed to DXT1 (if not alpha) or DXT5 | * Compressed to DXT1 (if not alpha) or DXT5 | ||
== See also == | == See also == | ||
* [[Texture]] | * [[Texture]] | ||
+ | |||
+ | [[Category:Glossary]] | ||
+ | {{finished}} |
Latest revision as of 00:47, 31 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- Tangentspace normalmap is based on vertex normals, if vertex normals is adjusted, normalmap is outdated.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.
- UV seams and 'hard edges' produced 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 used for parallax mapping.
- Compressed to DXT1 (if not alpha) or DXT5