![]() * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * The above copyright notice and this permission notice shall be included in all copies or * furnished to do so, subject to the following conditions: * sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is * including without limitation the rights to use, copy, modify, merge, publish, distribute, ![]() Normal maps used for normal mapping often. In other words, by using normal information, it is possible to express more detailed unevenness. Bump mapping can also represent height differences, but in reality, the way highlights are applied depends on the normals. * and associated documentation files (the "Software"), to deal in the Software without restriction, Nowadays, normal mapping, which is more advanced than bump mapping, is often used. * Permission is hereby granted, free of charge, to any person obtaining a copy of this software I think it hasn’t been explored a lot since you can do it so easily in Photoshop or on one of the many online convertors, but if you want to do in the Shader Editor, here’s the math (in JavaScript form): cpetry/NormalMap-Online/blob/gh-pages/javascripts/normalMap.js /* You can do pretty much any mathematical transformations in the Shader Editor. Yeah, it’s totally possible, it’s just math.
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