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0.8.4:normalmap-material [2022/06/17 10:38] – [Example] admin | 0.8.4:normalmap-material [2022/06/17 10:45] (current) – [Normal Maps] admin | ||
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+ | ===== Definition ===== | ||
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In 3D computer graphics, normal mapping (or Dot3 bump mapping) is a technique used for faking the lighting of bumps and dents – an implementation of bump mapping. It is used to add details without using more polygons. A common use of this technique is to greatly enhance the appearance and details of a low polygon model by generating a normal map from a high polygon model or height map. | In 3D computer graphics, normal mapping (or Dot3 bump mapping) is a technique used for faking the lighting of bumps and dents – an implementation of bump mapping. It is used to add details without using more polygons. A common use of this technique is to greatly enhance the appearance and details of a low polygon model by generating a normal map from a high polygon model or height map. | ||
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[source: https:// | [source: https:// | ||
+ | ===== In General ===== | ||
The shading model configured by default is the Blinn-Phong algorithm. | The shading model configured by default is the Blinn-Phong algorithm. | ||
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===== Normal Maps ===== | ===== Normal Maps ===== | ||
+ | Using normal maps is quite easy. You can find example textures everywhere and many graphic tools like Photoshop or GIMP are able to build them. | ||
+ | They have a blueish-greenish look, like this example: | ||
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+ | __WARNING: | ||
+ | In a naive way they are flipped. But the result can be very different. | ||
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+ | __NOTICE:__ We do only support normal maps for OpenGL. In case you have a DirectX normal map in your texture set, you need to convert it yourself. | ||
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+ | For conversion have a closer look at this article: [[https:// | ||
===== Example ===== | ===== Example ===== |