Bump map: Difference between revisions
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[[Image: | [[Image:Brickwall021a normalcompare.jpg|thumb|A material's [[albedo]] (left) compared to its bump map.]] | ||
[[Image:Example of bump mapping.jpg|thumb|The above material in-game.]] | |||
A | A '''bump map''' is an [[RGB]] image that can be used to simulate a three-dimensional surface through a process known as [[Wikipedia:Normal mapping|normal mapping]]. | ||
Each color channel in a bump map has a meaning: | |||
# The '''red''' channel defines horizontal facing (X-axis) | |||
#:0 = left | |||
#:128 = forward (facing viewer) | |||
#:255 = right | |||
# The '''green''' channel defines vertical facing (Y-axis) | |||
#:0 = up | |||
#:128 = forward (facing viewer) | |||
#:255 = down | |||
# The '''blue''' channel defines height (Z-axis) | |||
#:0 = deepest | |||
#:127 = maximum depth capable of receiving light | |||
#:255 = at the material's surface | |||
A | The three channels between them allow the engine to calculate a normal vector for every pixel, allowing it to generate shadows and highlights on a two-dimensional surface. | ||
A bump map is largely useless for really flat surfaces like smooth concrete or metal, but even rough concrete sometimes has enough depth to it to make one worthwhile. | |||
==See also== | ==See also== | ||
*[[$bumpmap]] for | *[[$bumpmap]], for adding a bump map to a [[material]] | ||
*[[Normal Map Creation]] | *[[Normal Map Creation]] | ||
*[[Normal Map Creation in The GIMP]] | *[[Normal Map Creation in The GIMP]] | ||
*[[Normal2dudv]] a third party tool for converting normalmaps to Dx8-friendly [[du/dv maps]]. | *[[Normal2dudv]] a third party tool for converting normalmaps to Dx8-friendly [[du/dv maps]]. | ||
*[http://planetpixelemporium.com/tutorialpages/normal.html An old article that explains the concept well.] | *[http://planetpixelemporium.com/tutorialpages/normal.html An old article that explains the concept well.] | ||
*[[Wikipedia: | *[[Wikipedia:Normal mapping]] | ||
*[[Bump mapping]] (merge?) | *[[Bump mapping]] (merge?) | ||
Revision as of 04:40, 10 July 2008

A material's albedo (left) compared to its bump map.
A bump map is an RGB image that can be used to simulate a three-dimensional surface through a process known as normal mapping.
Each color channel in a bump map has a meaning:
- The red channel defines horizontal facing (X-axis)
- 0 = left
- 128 = forward (facing viewer)
- 255 = right
- The green channel defines vertical facing (Y-axis)
- 0 = up
- 128 = forward (facing viewer)
- 255 = down
- The blue channel defines height (Z-axis)
- 0 = deepest
- 127 = maximum depth capable of receiving light
- 255 = at the material's surface
The three channels between them allow the engine to calculate a normal vector for every pixel, allowing it to generate shadows and highlights on a two-dimensional surface.
A bump map is largely useless for really flat surfaces like smooth concrete or metal, but even rough concrete sometimes has enough depth to it to make one worthwhile.
See also
- $bumpmap, for adding a bump map to a material
- Normal Map Creation
- Normal Map Creation in The GIMP
- Normal2dudv a third party tool for converting normalmaps to Dx8-friendly du/dv maps.
- An old article that explains the concept well.
- Wikipedia:Normal mapping
- Bump mapping (merge?)