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Thanks so much Valdo!
Originally posted by leclercq_d View Posti realy don understand the difference between a normal and bump map
who can anser that? thx
http://en.wikipedia.org/wiki/Normal_MapLast edited by jreynolds; 20-03-2008, 01:29 PM.Jon Reynolds
Method Studios
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The main difference, from algorithmic point of view, is that for bump mapping, the renderer must derive the normal from a height-field. This involves, for each shaded point, calculating the texture at *several* (usually 4) other points to derive the bumped surface normal. This may be slow and not quite precise.
A normal map, on the other hand, stores normals directly, not a height-field, so the bumped normal can be obtained directly with just one texture evaluation and with more precision at the same time.
Best regards,
VladoI only act like I know everything, Rogers.
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I know this is probably something you snapped together in an hour or so but I'm curious if you plan to further develop it to distribute with VRay. I'm using it in a VRayBlendMtl three times over and it seems to really be slowing MEdit updates to a crawl. I need to do some more tests but I can imagine that my procedural noise... etc bump maps may have something to do with the time it takes to convert and update. Is there any chance that it can be sped up or is it just the nature of the beast when converting data like this?
Best regards,
--JonJon Reynolds
Method Studios
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There's not much data to convert really so I'm not sure why it would be so slow; anyways, in newer builds of V-Ray there is a VRayBumpNormals render element which does the same thing.
Best regards,
VladoI only act like I know everything, Rogers.
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That doesn't work for this purpose though... remember, the idea is to convert procedural maps to normal maps on the fly in order to use them directly in the render without having to do any texture baking. Specifically for use with Relief mapping. It's not critical but still nice to have
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