Normalmap

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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.
+
* Tangentspace normalmap is based on vertex normals, if vertex normals is adjusted, normalmap is outdated.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.
 
* Normalmappers have a couple of quirks (aliasing, noise).
 
* Normalmappers have a couple of quirks (aliasing, noise).
* Seams and hard edges is tricky.
+
* UV seams and vertex normals 'hard edges' is tricky.
  
 
'''Recommended articles on normalmaps:'''
 
'''Recommended articles on normalmaps:'''

Revision as of 15:09, 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  • Tangentspace normalmap is based on vertex normals, if vertex normals is adjusted, normalmap is outdated.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.
  • 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

See also

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