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0.8.4:pbr-material [2022/06/17 09:45] – [Physically Based Rendering Material (TGorillaPBRMaterialSource)] admin0.8.4:pbr-material [2022/06/19 11:55] (current) – [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#normal_maps|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.|
 |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]]
 +
 +==== Comparison ====
 +
 +Let's have comparison on the rendering results for our specific example.
 +
 +__Remark:__ Because parallax occlusion mapping is more intense to GPU computation use it carefully. In most cases normal mapping is still good enough.
 +
  
 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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 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 //TGorillaRenderPassEnvironment// to build this map at runtime. +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 oncein case you don'have any moving objects. Or you can build it dynamically at every frame.+You can choose between:  
 +  - Build it oncein case you have not-moving and not-changing objects 
 +  - Build it dynamically at every frame, if your scene is very dynamic
  
 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 [[environmentmap|here]].+Read more about [[environmentmap|environment mapping]] here.