POV-Ray : Newsgroups : povray.general : Normal map vs Bump Map... How hard to implement? : Re: Normal map vs Bump Map... How hard to implement? Server Time
30 Jul 2024 06:29:13 EDT (-0400)
  Re: Normal map vs Bump Map... How hard to implement?  
From: Mr
Date: 7 Jul 2010 08:10:01
Message: <web.4c346e3277f72fba5d1042290@news.povray.org>
"Mr" <nomail@nomail> wrote:
> Mike Raiford <mraXXXiford.at.@g1023mail.com> wrote:
> > clipka wrote:
> >
> > > With more or less random normal pertubations like bozo this is not
> > > really a problem because you won't be able to tell the difference;
> > > however, if you're using a bump map image with a clearer structure, this
> > > may cause apparent inside/outside flipping at best - at worst it will
> > > look as if the light source had been rotated around the geometric
> > > surface normal; usually this will look noticeably weird, but often not
> > > noticeably enough to tell exactly /why/.
> >
> > Ah, this explains why it seems difficult for me to get the bump mapping
> > clear on my creature. (I did manage to convert the normal map to a bump
> > map, using the program in trial mode...)
>
> Bumping in this old discussion to ask if anything has changed about bump maps
> implementation, and if any macro or test build can now deal with tangent space
> normal maps?

I posted a few references here
http://news.povray.org/povray.general/thread/%3Cweb.4c25107ec23a6d95cc9c68e0%40news.povray.org%3E/?mtop=3

Any idea, anyone?


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