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0.8.4:pbr-material [2022/06/17 09:46] – [Normal Mapping or Parallax Occlusion Mapping] admin | 0.8.4:pbr-material [2022/06/17 10:48] – [Setup Environment Mapping] admin | ||
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^Property ^Description ^ | ^Property ^Description ^ | ||
- | |NormalMap|Normal maps are a special kind of texture that allow you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. This texture is used for normal-mapping and parallax occlusion mapping mode.| | + | |NormalMap|[[normalmap-material# |
|NormalIntensity|The normal intensity defines the intended depth effect. The larger the value, the more depth the algorithm is trying to produce.| | |NormalIntensity|The normal intensity defines the intended depth effect. The larger the value, the more depth the algorithm is trying to produce.| | ||
|MetalnessTexture|A Metallic, or Metalness, map, is a black and white texture that acts as a mask that defines areas on a texture set or material that behave like a metal (white) and do not (black).| | |MetalnessTexture|A Metallic, or Metalness, map, is a black and white texture that acts as a mask that defines areas on a texture set or material that behave like a metal (white) and do not (black).| | ||
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If you want to know more about parallax occlusion mapping, have a closer look at the [[pom-material|TGorillaPOMMaterialSource]] | If you want to know more about parallax occlusion mapping, have a closer look at the [[pom-material|TGorillaPOMMaterialSource]] | ||
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+ | ==== Comparison ==== | ||
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+ | Let's have comparison on the rendering results for our specific example. | ||
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+ | __Remark:__ Because parallax occlusion mapping is more intense to GPU computation use it carefully. In most cases normal mapping is still good enough. | ||
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In the image below the material was rendered with parallax occlusion mapping, which is much slower than normal mapping but producing a better depth effect. | In the image below the material was rendered with parallax occlusion mapping, which is much slower than normal mapping but producing a better depth effect. | ||
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{{: | {{: | ||
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- | __Remark:__ Because parallax occlusion mapping is more intense to GPU computation use it carefully. In most cases normal mapping is still good enough. | ||
===== Example ===== | ===== Example ===== | ||
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But to have a surrounding texture of 360° on all axis, we will need a cubemap texture. This is called environment map or reflection map. | But to have a surrounding texture of 360° on all axis, we will need a cubemap texture. This is called environment map or reflection map. | ||
- | Gorilla3D provides a simple to use render pass component // | + | Gorilla3D provides a simple to use render pass component //[[environmentmap|TGorillaRenderPassEnvironment]]// to build this map at runtime. |
You can choose, if you want to build it once, in case you don't have any moving objects. Or you can build it dynamically at every frame. | You can choose, if you want to build it once, in case you don't have any moving objects. Or you can build it dynamically at every frame. | ||
The dynamic computation is more realistic, but often not necessary and it also reduces performance a lot. | The dynamic computation is more realistic, but often not necessary and it also reduces performance a lot. | ||
- | Read more about environment mapping | + | Read more about [[environmentmap|environment mapping]] here. |