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Bump map to normal map crazy bump
Bump map to normal map crazy bump





bump map to normal map crazy bump

Cng tng t nh bump map, iu u tin bn cn bit v normal map l cc chi tit n to ra cng ch l o gic gi, khng c tht. So if someone could explain me a bit what is going on here would be really great. Normal maps c th c xem l phin bn nng cp v c ci tin t bump map. Tryed to increase to 1 on the texture multiplier but the image is allways the same: Here it looks like the first case with no Bump. The light looks the same in both faces, but not the bump effect intensity, and also is giving something like a “blur” effect:Ĩ_ this is with “Explicit Normals”. Here really do not know what is happening. Here it looks like almost the same that in case 4:ħ_This is with “Bump Map (Local Space)”. Here the problem is that the intensity of the light is diferent in both faces, and also it looks like the intensity of the Bump effect is also different in both faces:Ħ_This is with “Normal Map (World space)”. convert from normal map to height map, convert from height map (bump map) to normal.

Bump map to normal map crazy bump free#

Here the problem is that it changes the intesity of the light in the whole wall, but it looks like the map is readed the same in both faces:ĥ_Thi is with “Normal Map (Camera space)”. AwesomeBump is a free program written using Qt library designed to. They are like contrary between each other:Ĥ_This is with “Normal Map (Object space)”. The probem here is that, as you can see in the image in the intersection of the two perpendicular faces, it looks like the map is readed in different deppending of the orientation of the face. Here I understand that Vray is reading my Normal Map. The results are what I would expect and desire for this case:ģ_This is with “Normal Map (tangent space)”. Also in all the cases, I am using a Normal Map created from the texture with Crazy Bump and with 1,0 on the Bump texture multiplier.ġ_The first image is the plain texture, no Bump effect:Ģ_This is with “Bump”: Here I understand that Vray is using my “Normal Bump Map” as a simple “Gray scale Bump map”. In all this cases I am not using displacement. I want to use a “Bump effect” just to give some detail to the texture. I have been doing some tests with a “Brick wall” texture. I understand the difference between “gray scale Bump maps” and “Normal Bump maps”, but not sure when to use one or another and why. If we have the nice normal maps generated from models with millions.

bump map to normal map crazy bump bump map to normal map crazy bump

Both methods leave the geometry unchanged. This tricks the rendered light into creating highlights and shadows. Normal maps use an RGB scale to derive 3D vector normals to the 3D surface. I am trying to understand what the different Bump Type maps mean and when you have to use one or another. People were discussing remodeling the models but that seem kinda crazy to myself really. Bump maps impose a grayscale image, so dark spots appear deeper and provide contrast for lighter bumps.







Bump map to normal map crazy bump