If they are outputting grayscale, then they are bump maps. Normal maps will be color.
Paul
Moderator: face_off
Bump/normal maps add extra lighting detail that doesn't exist in geometry. The main difference between the two is the input data (texture).
Normal mapping takes a RGB texture, that makes up normals (ie, r=x, g=y, b=z), and is accessed directly by the pixel shader.
Bumpmapping takes a grey scale image, or 'Height Map', and the pixel shader computes the normals from that to calculate lighting.
The idea is pretty much the same, just shifting where the processing is getting done.
Normal mapping preprocesses the data, usually making the output quicker, but uses more data to store the normal map (rgb), hence more memory requirements. Bump mapping is post processing, usually slower to output, but saves space storing bump maps.
is there any way to increase the maximum from "1" in effect to exaggerate the effect of the maps rather than modifying existing maps? Sometimes "1" just doesn't seem enough.
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