im uber confused
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Bumpmapping Modifications - Enthusiastic Mappers Required
#95
Posted 15 October 2008 - 02:34 AM
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#99
Posted 15 October 2008 - 07:29 AM
For a lot of textures that are used they have the shadows baked into them already so you won't notice a great deal of difference with no specularity (black alpha). What this does is use the normal map to add the shadows to the texture so gives the texture more depth and realistic shadows for the current lighting. It doesn't actually modify the surface. To see the best results use a flat/non shaded texture (evenly lit) and a normal map.
If you add the specular in (make alpha channel more white) it gives the appearance of more depth especially when moving around but does give it that wet look.
TwentySeven's test room with a single light in a corner shows off the process the best, you will notice that the bumps in the texture have shadows away from the light.
One error I did find using the -bounce 8 (turns on radiosity ? with 8 bounces) it duplicates the light source has some artifacts. Here is an example: screenshot and screenshot of radiant
If you add the specular in (make alpha channel more white) it gives the appearance of more depth especially when moving around but does give it that wet look.
TwentySeven's test room with a single light in a corner shows off the process the best, you will notice that the bumps in the texture have shadows away from the light.
One error I did find using the -bounce 8 (turns on radiosity ? with 8 bounces) it duplicates the light source has some artifacts. Here is an example: screenshot and screenshot of radiant
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