Hi there,
I found this (unavailable) option "mapping" in the "UV vectors derivation"
rollout.
I thought it could make sense to use normalmaps (directx)
for giving a material Anisotropic Vectors, due to a normalmap
stores any direction by a unique color.
(No idea yet how to produces them for that kind of use)
I also could imagine to use normalmaps for a faster additional
displacement. Like, calculating a real displacement map, than converting
this to a normal map, and render just the basic geometry + normal map
It would be much faster when it comes to gi calculations wich are still veeeeeryyy slow when using displacement.
(ok... still faster than in any other renderer)
I made some tests with viewport normalmapping, and it just looks
great compared to bump mapping.
I think normal mapping could make sense in various ways within
a non realtime renderer like vray
However, just some ideas... =)
cheers
sam
I found this (unavailable) option "mapping" in the "UV vectors derivation"
rollout.
I thought it could make sense to use normalmaps (directx)
for giving a material Anisotropic Vectors, due to a normalmap
stores any direction by a unique color.
(No idea yet how to produces them for that kind of use)
I also could imagine to use normalmaps for a faster additional
displacement. Like, calculating a real displacement map, than converting
this to a normal map, and render just the basic geometry + normal map
It would be much faster when it comes to gi calculations wich are still veeeeeryyy slow when using displacement.
(ok... still faster than in any other renderer)
I made some tests with viewport normalmapping, and it just looks
great compared to bump mapping.
I think normal mapping could make sense in various ways within
a non realtime renderer like vray
However, just some ideas... =)
cheers
sam
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