下图演示了将法线贴图附加在低分模型上,这里你可以看见各个分量分别为表面添加了那些附加的信息。
Here the normal map is applied to the low-detail model, and you can see how each channel encodes the surface information along each axis.
这个新的贴图坐标被用来索引一般的材质贴图和其他用在表面上的贴图。
The new texture coordinate is used to index a regular texture map and any other maps applied to the surface.
一张标准的高度贴图被用来表现表面多变的高度。
A standard height map is used to represent the varying height of the surface.
一个物体空间的法线贴图,仅从整个模型的自身朝向检视物体,并据此解算在它表面的每个像素的方向。
An object space normal map only looks at the orientation of the entire model it's applied on to calculate the per pixel directions on it's surface.
再在表面利用一个位移贴图为景观增加自然的起伏。
A further displacement map on the surface itself is added for additional natural undulation to the landscape.
但是,当你看着一个实际表面而不是带材质贴图的多边形的时候,你将会看到的是点b。
However, if you were viewing the actual surface instead of a texture mapped polygon, you would see point B.
当使用材质贴图在光滑的多边形上表现一个粗糙的表面时,那个表面看起来像是平坦的。
When a texture map representing an uneven surface is applied to a flat polygon, the surface appears to get flattened.
表面泛光灯——作为星球表面的照明光源,我使用普通的阴影贴图,这样由行星凹凸不平的表面导致的阴影就不会那么锐利。
Surface omni - as this source illuminates the surface we put a usual shadow map in Shadows bookmark, so as the shadow from the bump on those planet areas where it will take place is not so sharp.
通过偏移所有这样的贴图坐标,表面上的较高的地方会相对眼睛被移远,而低的地方被移近。
By offsetting all the texture coordinates individually, high areas of the surface would shift away from the eye and low areas of the surface would shift toward the eye.
因为法线贴图会被映射到表面上,所以它已经是在切线空间中了。
Because the normal map is mapped to the surface, it already lies flat in tangent space.
使用高光贴图你不可以让任何表面都象镜子,但你能改变亮度和颜色,当我们放置一个灯光在上面时。
You can't make anything act like a mirror with specular maps, but you can alter the brightness and the colour you will see when you place a light above it.
重要的:光线追踪贴图和光线追踪材质使用表面法线来决定一束光线是否进入或脱离表面。
Important: Raytrace map and Raytrace material use a surface's normal to decide whether a ray is entering or exiting a surface.
重要的:光线追踪贴图和光线追踪材质使用表面法线来决定一束光线是否进入或脱离表面。
Important: Raytrace map and Raytrace material use a surface's normal to decide whether a ray is entering or exiting a surface.
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