[REQ] Support normal maps in Indigo.
[REQ] Support normal maps in Indigo.
Please?
Displacement maps would be even better, but I'm finally coming to terms with the restrictions of simple bump mapping.
Displacement maps would be even better, but I'm finally coming to terms with the restrictions of simple bump mapping.
yes, that really would be great.
It also would open the full powers of
MaPZone
Btw: I never thought about that...
Does a displacementmap require Normalmapping or Normalmapping?
You definately need a texture...
Or can you use both for it? (which would be the best, as then, you'd e able to use any map, without the anoyance of trying to convert them somehow... If that's possible at all)
It also would open the full powers of
MaPZone
Btw: I never thought about that...
Does a displacementmap require Normalmapping or Normalmapping?
You definately need a texture...
Or can you use both for it? (which would be the best, as then, you'd e able to use any map, without the anoyance of trying to convert them somehow... If that's possible at all)
- drBouvierLeduc
- Posts: 412
- Joined: Wed Oct 11, 2006 2:32 am
- Location: france
noob answer: no!
normalmapping rotates normals, to fake deeper parts and higher parts. Like bumpmapping, but somehow more complex, dunno the detail.
You need a coloured map for normal mapping...
micropolygondisplacement creates a mesh-grid around your shape, that's so hipoly, that one pixel on your map is at LEAST one polygon, usually even more.
normalmapping rotates normals, to fake deeper parts and higher parts. Like bumpmapping, but somehow more complex, dunno the detail.
You need a coloured map for normal mapping...
micropolygondisplacement creates a mesh-grid around your shape, that's so hipoly, that one pixel on your map is at LEAST one polygon, usually even more.
- drBouvierLeduc
- Posts: 412
- Joined: Wed Oct 11, 2006 2:32 am
- Location: france
I don't thin that normal mapping is interesting for the most Indigo users!!
In a non animated content you (nearly) don't see the difference between bump mapping & normal mapping
much more interesting would be such stuff
In a non animated content you (nearly) don't see the difference between bump mapping & normal mapping
much more interesting would be such stuff
polygonmanufaktur.de
I thought more this way:
Standard Displacement mapping is using the normal mesh, as needed, as you said, but micropolygon does a hipoly grid at minimaly the resolution of the texture, normally even higher and replaces the original mesh by the deformed gridmesh...
But subdividing may also be possible...
Standard Displacement mapping is using the normal mesh, as needed, as you said, but micropolygon does a hipoly grid at minimaly the resolution of the texture, normally even higher and replaces the original mesh by the deformed gridmesh...
But subdividing may also be possible...
