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Bump mapping3/2/2024 ![]() ![]() This is because every vertex in the object may have different positions, normals, and texture coordinates. Transforming the normal map into the interpolated normals space (objects world space) cannot be done by transforming the normal maps normal directly to the objects world space. This is because the Normal map's normals must be first transformed into the same space as the interpolated normal (vertex normal). You may wonder why we are not able to just simply add the interpolated normal with the normal maps normal when implimenting bumps. This technique itself is quite simple, but to impliment this technique, we must use a "space" called Texture, or Tangent space (similar to world, local view spaces). ![]() What this does is give our flat texture the appearance of "bumps" or of depth when lighting is enabled.This technique works by using a normal specified at each pixel, instead of using the normal specified at each vertex, which is then "interpolated" across the surface. Here we will learn how to impliment a technique called normal (or bump) mapping.
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