Re: Normal maps
Posted: Mon Oct 21, 2013 10:09 pm
If they are outputting grayscale, then they are bump maps. Normal maps will be color.
Paul
Paul
This explains why I saw zero difference between the two in Octane, all things being equal...meaning they were created at the same level of strength and detail.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.
Changing the alpha can sometimes help - but generally you need max maximum color range in the map to get maximum range in the render. Octane will ignore anything in the bump if you have something plugged into the normal.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.