Bump map
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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?)