PvtRyan
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mirageacg said:Bump Maps and Normal Maps are two different things, similiar principle tho, a bump map consists of a texture composed of a height field which is designated by the range of shades from black to white, black being the lowest, and white being the highest, also bump maps do not affect geometry in any way shape or form.
Normal maps, also known as Displacement maps, take the idea of a bump map, but to a higher level, the height fields are no represent by the full range of colors (0,0,0 to 256,256,256) allowing for greater detail, and if so desired normal maps can "physically" alter model/terrian geometry, while bumps maps only simulate the said effect.
Actually... no.
A normal map is an RGB map that tells the engine how light falls on the surface. When a normal map is created, it requires an extremely high res version of a model. Then, the 'normal' of all those polygons is stored in the map. The normal is the angle the polygon is at, sort of anyway. The normal is stored in an RGB value (red for the x-axis, green y-axis and blue z-axis) and that tells the engine what the normal of that polygon is and how light affects the normalmap. It simulates a high res model without adding polygons to it. It's a completely different approach than bump mapping is. And bump mapping is closer to displacement mapping than normal mapping is.
And btw, I think you can store the heightmap/normalmap for parallax mapping in the alpha channel of the normalmap. Not sure though.