{"id":909,"date":"2020-10-08T20:30:16","date_gmt":"2020-10-08T17:30:16","guid":{"rendered":"http:\/\/vsepomode39.ru\/?p=909"},"modified":"2020-10-08T20:30:16","modified_gmt":"2020-10-08T17:30:16","slug":"kak-sdelat-kartu-normalej","status":"publish","type":"post","link":"https:\/\/vsepomode39.ru\/vse-stati\/kak-sdelat-kartu-normalej.html","title":{"rendered":"\u041a\u0430\u043a \u0441\u0434\u0435\u043b\u0430\u0442\u044c \u043a\u0430\u0440\u0442\u0443 \u043d\u043e\u0440\u043c\u0430\u043b\u0435\u0439"},"content":{"rendered":"
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They don’t change the structure of the model and have nearly no impact on performance<\/b>.
Each pixel represents a normal vector<\/b> and is composed of three colors.
These colors are representing the direction of the normal vector.<\/p>\n
As shown on the right, the elevation described by the height map can be converted to a normal map, that can be read from your graphics card inside the shader units.
When aiming for a more drastical illusion in depth, where parts could be occluding the model, you should try displacement maps
These maps really alter polygons but could decrease performance significantly! <\/p>\nHeight map<\/h2>\n
In this application it doesn’t matter if it’s inverted, the most important thing is the difference between the pixels.
Ideal is a texture with pixel dimensions with a power of 2 (2, 4, 8. 256, 512 etc.)<\/p>\nNormalMaps from photos<\/h2>\n