jinsley Posted October 8, 2010 Share Posted October 8, 2010 Just found this while doing my daily reading... looks really interesting and thought I would post the link... http://philipk.net/tutorials/ndo/ndo.html Link to comment Share on other sites More sharing options...
Tommy L Posted October 8, 2010 Share Posted October 8, 2010 Excellent stuff. Link to comment Share on other sites More sharing options...
Dave Buchhofer Posted October 8, 2010 Share Posted October 8, 2010 It works pretty damn nicely too. working with it now Link to comment Share on other sites More sharing options...
Tommy L Posted October 8, 2010 Share Posted October 8, 2010 Ive never used normal maps, is it something I will notice a big difference over bump maps? Link to comment Share on other sites More sharing options...
abmitalia Posted October 8, 2010 Share Posted October 8, 2010 Thanks alot. Great program and extremly usefull. Link to comment Share on other sites More sharing options...
jinsley Posted October 8, 2010 Author Share Posted October 8, 2010 It works pretty damn nicely too. working with it now Yeah, I did a huge section of zinc paneling this morning which turned out real nice. Link to comment Share on other sites More sharing options...
jinsley Posted October 8, 2010 Author Share Posted October 8, 2010 Ive never used normal maps, is it something I will notice a big difference over bump maps? Bumpmaps: Single axis hieght information maps that the renderer can use to "shade" the surface it is applied to. (1D Bump Maps). The hieght info is usually stored as a grey scale 8 or 16 bits per pixel image file where the low values (black) represent the low areas (valleys) and the high vlaues (white) are used to represent the the high areas (peeks). Normalmaps: Three axis hieght information maps that the renderer can use to "shade" the surface it is applied to. (3D Bump Maps). The X, Y, or Z axis specific hieght info is usually stored as a 8 or 16 bits per pixel color image file where the low values for the x axis (black) represent the low areas (x-axis-dents) and the high vlaues (RED) are used to represent the high areas (x-axis-protrusions). Green is used for the y axis in the same way and blue for the z axis. Because normal maps contain hieght information for all three axis (x, y, z) it is posible to discribe a complete 360 degree curvature on all 3 axis in the shaded surface. Link to comment Share on other sites More sharing options...
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