The green channel of a normal map means “normal direction along the V texture coordinate.”Īnd, the blue channel means “normal direction straight out from the surface.”īecause normals can be both positive and negative, normal maps are typically biased so that 0.5 color value means 0.0 direction, and 0.0 color means -1.0 direction, and 1.0 color means +1.0 direction, for the red and green channels.īecause the blue channel will never point “in” towards the surface, AND because normals are normalized to length 1, Normal Map Compression takes advantage of this and entirely drops the blue channel, just storing the read (U) and green (V) channels, and then re-creating a normalized normal with blue (W) component after sampling. In general, the red channel of a normal map means “normal direction along the U texture coordinate.” (The normal map isn’t “physical” in the sense that it doesn’t move the geometry, so it will look squished when you take it to extremes like you do.) The light response from that point light looks right compared to the normal map. The settings with “normal map compression” look correct to me.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |