Material tutorial - Normalmap
A normal map is used to get high detail in a low detail object or model, applied as a regular texture map.
3D artist can create a high poly object, make (bake) a normal map and then adding that normal map to a low poly model.
The low poly model will look almost as good as the high poly model. In games this is very usefull to decrease the polycount in your scene
how does it work?
Normal maps only work when you apply per-pixel lightning instead of vertex lightning.
A normal map uses red, green and blue channels that represent X, Y and Z values of the normal vector.
You can convert bump maps to normal maps to get realtime bumpmapping very easy.
The tutorial shows you how to create a material using normal maps.
1. | Importing the material images for the Ground material Press Import/Texture in the Data Explorer Press Import/Texture in the Data Explorer The textures are now imported to the Resources/Textures folder and converted to a TGA file |
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2. | Creating the material Press Create/Resource/Material in the Data Explorer or Material/Create in the Material Editor In the Normal map, select the ground_normal image from the list |
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3. | Setting up lightning Select the Per Pixel Lightning in the Method section. | |
4. | You can now apply the material to an object and add that object to the scene.
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5. | Experiment with different materials, provided in the source files (stone, brick, metal and honey)
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! | note that in order to see the material work in your scene, you need to add the DefaultDirectionalLightSet to your scene.
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! | there are 2 ways you can import the normal map in Shiva |
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Tutorial Files
| Download Files | Download STE | Play Movie | Run Demo |
| Extra Links | Tiles incl. Bump and normal map. Photoshop plugin. | http://www.filterforge.com/ | |
| Ultimate tile creation tool for professional high resolution diffuse and normal maps. stand-alone tool. | http://www.mapzoneeditor.com/ | ||
| The NVIDIA Normal Map filter creates normal maps from grayscale height maps. Photoshop plugin. | http://developer.nvidia.com/ | ||
| Normals, how do they work?. | http://en.wikipedia.org/wiki/Surface_normal | ||





