bump mapping

Post topics regarding Level Building/Design and Entity Usage with Reality Factory
Jay
RF Dev Team
Posts: 1232
Joined: Fri Jul 08, 2005 1:56 pm
Location: Germany

Post by Jay »

Just to make this one clear.
normal maps, or DOT3 bumpmaps, are a another form of bumpmaps.

DOT3 bumpmaps do not use a heightmap, but essentially a map of vectors (the pixel normals) that are coded into 3 values: red (->x), green (->y), and blue (->z), which define bumps in a surface... there are converters or plugins that can produce normal maps from either heightmaps or high-res models.

As an example, a normal map with absoulutely no bumps would be pure blue. When the bumps come in, it will also get the other two colors (red, green). I don't want to go into detail now because understanding normal maps in detail means i would have to explain how lighting is computed on the graphics card.

Those 3 values i spoke of are then applied to the lighting on the surface pixel-wise. This is why normal maps are also called are called DOT3, every dot represents a 3 value-vector.

The advantage of DOT3 is that it provides pixel-precise lighting instead of the normal vertex-precise lighting.


DOT3 bumpmapping should be found in the same section as bump maps as i remember
Everyone can see the difficult, but only the wise can see the simple.
-----
Post Reply