Normalmap
From Blood Wiki
(Difference between revisions)
Line 18: | Line 18: | ||
* 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]] |
Revision as of 15:12, 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- Tangentspace normalmap is based on vertex normals, if vertex normals is adjusted, normalmap is outdated.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.
- 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 used for parallax mapping.
- Compressed to DXT1 (if not alpha) or DXT5