Bump map

Textures often called Bump Maps, or Normal Maps are used to simulate three-dimensional details on a two-dimensional surface by manipulating its lighting. The process is known as Normal Mapping.
Format
Each pixel in a bump map contains the (x, y, z) coordinates that define a normalized vector.
Because of this each color channel in a bump map has a meaning:
- The red channel defines the horizontal facing (X-axis coordinate) of the vector
- 0 = left ( Converted to -1.0 by the shader )
- 128 = forward, or facing viewer ( Converted to 0 by the shader )
- 255 = right ( Converted to 1.0 by the shader )
- The green channel defines the vertical facing (Y-axis coordinate) of the vector
- 0 = up ( Converted to -1.0 by the shader )
- 128 = forward, or facing viewer ( Converted to 0 by the shader )
- 255 = down ( Converted to 1.0 by the shader )
- The blue channel defines the height (Z-axis coordinate) of the vector
- 0 = facing 'in' to the texture away from the viewer (Converted to -1.0 by the shader, and as a result this is a 'bad' value. Anything under 128 means that the surface should be facing away from the player. This is not possible.)
- 128 = maximum depth capable of receiving dynamic light (Converted to 0 by the shader. It's a bad idea to go under this)
- 255 = facing 'out' of the texture towards the viewer (Converted to 1.0 by the shader)
The three channels represent a normal vector for every pixel which represents the direction that the pixel is facing in 3D space. This allows the engine to generate shadows and highlights on a two-dimensional surface, or give a 3D model more detail.
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.
Creation
A bump map should:
- Be at the same resolution as the albedo/s it is to be used with.
- Be stored in an uncompressed format (see Conversion).
Programs
Various programs can automate the creation of bump maps, either by image analysis or by using 3D geometry the user provides.
- 2D
- Photoshop or Paint Shop Pro
- The GIMP
- 3D
- XSI
- ZBrush2
- Lightwave
- 3D Studio Max
- Maya
- Blender
- NVIDIA Melody
- Cinema 4D
- NormalMapper
- xNormal
- Other
- CrazyBump: Produces some very good normal maps. Some of them can be argued as almost having the same depth as a parallax map.
- ShaderMap: A free alternative to CrazyBump.
- SSBump Generator 5.3: Another free, open source alternative to CrazyBump that generates Self Shadowed Bump Maps as well as normal maps.
- Normal2dudv: a third party tool for converting bump maps to Dx8-friendly du/dv maps.
Conversion
In VTFEdit
When converting your texture:
- Choose BGR8888 or BGRA8888 (if your texture has an alpha channel) as your image format.
Tip:You can sometimes get away with DXT compression. More specifically, normal maps with DXT compression do not work in the Ep1 engine. They do however work in the later versions of the Source engine.
- Check the "Normal map" box in the texture's flags list after the import is complete. It's about 1/5 of the way down the list.

In Vtex
- Save your normal map as a TGA in the same resolution as the original texture. Give it a name that ends in _normal. The _normal at the end of the name will affect how Vtex converts it. For the brick wall example, we would name the file
brickwall_normal.tga
. - Add
nocompress 1
andnormal 1
to <texture filename>.txt in the same folder as your texture, then compile.
Implementation
See $bumpmap
.
See also
$ssbump
: creation and usage of Valve's new self-shadowing bump maps.- An old article that explains normal mapping quite well.
- Material Creation
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