A technique used for faking the lighting of bumps and dents – an implementation of bump mapping. It is used to add details without using more polygons.

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For normal mapping, why can we not simply add the tangent normal to the surface normal?

I am looking at implementing bump mapping (which in all implementations I have seen is really normal mapping), and so far all I have read says that to do this, we create a matrix to convert from ...
2
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0answers
383 views

Normal maps in 3dsMax - OgreMax - how to view associated tangent vectors?

Reading this post I found out that 3dsMax might not use the same tangents when rendering normal mapped objects. In my case, I was using Ogre and OgreMax to analyze results and they were very ...
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1answer
977 views

Sampling from Normal Map and Diffuse Map in Pixel Shader

I'm having some issue changing a basic lighting shader to take a normal texture and a diffuse texture for a model and then using the normal texture for lighting. The code is very simple and i can't ...
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2answers
711 views

How can I make orange/lemon skin normal map?

What would be the easiest way to make a bump map of the dimples on a citrus fruit such as an orange or lemon in gimp/photoshop without using pictures of it? e.g:
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0answers
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How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together? [closed]

I'm using the free version of unity and I would like to combine lightmaps with specularity and normal maps. After doing a -bunch- of research, I've figured out that there doesn't seem to be any easy ...
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4answers
428 views

Where can I find free or buy “next-gen” 3D Assets? [closed]

Usually I buy 3D Assets from sites like turbosquid.com or similar. My problem is that I have lately implemented glow, normal maps, specular (and specular power) maps and reflection maps and I can't ...
2
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2answers
246 views

A little bit confused on how to set normals in this case

I'm learning how to use VBOs and I'm following up on the tutorial at the bottom of this page. So I went ahead and created a structure Vertex to hold vertex data.(coordinates and normals). struct ...
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2answers
664 views

Trying to understand relatively simple normal map antialiasing paper

See this paper: ftp://download.nvidia.com/developer/Papers/Mipmapping_Normal_Maps.pdf They describe the very simple implementation of an algorithm for antialiasing normal maps. I don't understand ...