Displacement usually requires a VERY high polygon count, so you combine the height map with tessellation settings (tessellating a mesh is taking each polygon and breaking it down into MORE polygons). The result of a displacement is not an illusion - the application actually offsets the polygons of the mesh so you have real 'cuts' and 'valleys' or other types of surface offsets. Displacement does best for large geometry offsets. However, they can't represent curves very well. Height maps are just black (for lowered) and white (for raised) - usually with mid-gray being 'flat'. No geometry is added, you can see the outer edge of this sphere is perfectly smooth, but the rendering software uses the map to fake bumps and valleys and curves to give it the illusion of an emboss/deboss or general shape change.ĭisplacement maps on the other hand are generally black/white (for basic displacement - there's also vector displacement but Stager doesn't support that as it's not very common yet). The result of a normal map is an 'illusion'. ![]() You can also convert black/white patterns to normal maps in Photoshop under the Filter > 3D > normal map filter. ![]() ![]() They are usually created by 'baking' methods - where you first model a high polygon model then bake a normal map down to store all the detail and reproject it to a low polygon model. Normal maps and height maps are very different, but both of them have the goal of adding detail to your object.Ī normal map is usually in this 'blue' format colored image because it stores directional data - so not just up/down (black/white) but the curve along the bump which is stored in RGB channels for XYZ data.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |