{"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":"
<\/div>\n

\u041a\u0430\u043a \u0441\u0434\u0435\u043b\u0430\u0442\u044c \u043a\u0430\u0440\u0442\u0443 \u043d\u043e\u0440\u043c\u0430\u043b\u0435\u0439<\/h1>\n

NormalMap-Online<\/h2>\n

\u042d\u0442\u043e\u0442 \u0432\u0435\u0431-\u0441\u0430\u0439\u0442 \u043f\u043e\u0437\u0432\u043e\u043b\u044f\u0435\u0442 \u0441\u043e\u0437\u0434\u0430\u0442\u044c normal \u043a\u0430\u0440\u0442\u044b \u0438\u0437 \u043a\u0430\u0440\u0442 \u0432\u044b\u0441\u043e\u0442 \u0431\u0435\u0441\u043f\u043b\u0430\u0442\u043d\u043e. \u0422\u0435\u043a\u0441\u0442\u0443\u0440\u044b \u043d\u0435 \u0441\u043e\u0445\u0440\u0430\u043d\u044f\u044e\u0442\u0441\u044f \u043d\u0430 \u0441\u0435\u0440\u0432\u0435\u0440\u0435, \u0441\u043a\u0440\u0438\u043f\u0442\u044b \u0440\u0430\u0431\u043e\u0442\u0430\u044e\u0442 \u0432 \u0432\u0430\u0448\u0435\u043c \u0431\u0440\u0430\u0443\u0437\u0435\u0440\u0435, \u043d\u0430 \u0441\u0442\u043e\u0440\u043e\u043d\u0435 \u043a\u043b\u0438\u0435\u043d\u0442\u0430.
\u041f\u0435\u0440\u0435\u0442\u0430\u0449\u0438\u0442\u0435 \u0432\u0430\u0448\u0443 \u0442\u0435\u043a\u0441\u0442\u0443\u0440\u0443 \u0441 \u043a\u0430\u0440\u0442\u043e\u0439 \u0432\u044b\u0441\u043e\u0442 \u0432 \u043f\u043e\u043b\u0435 \u0449\u0430\u0433\u0440\u0443\u0437\u043a\u0438 \u0438\u0437\u043e\u0431\u0440\u0430\u0436\u0435\u043d\u0438\u0439, \u0438\u043b\u0438 \u043f\u0440\u043e\u0441\u0442\u043e \u0443\u043a\u0430\u0436\u0438\u0442\u0435 \u0444\u0430\u0439\u043b. \u041f\u043e\u0441\u043b\u0435 \u043f\u0440\u043e\u0432\u0435\u0440\u043a\u0438 \u043e\u043a\u043d\u043e \u043f\u0440\u0435\u0434\u0432\u0430\u0440\u0438\u0442\u0435\u043b\u044c\u043d\u043e\u0433\u043e \u043f\u0440\u043e\u0441\u043c\u043e\u0442\u0440\u0430 \u0438 \u043e\u0442\u043e\u0431\u0440\u0430\u0437\u0438\u0442 \u043a\u0430\u0440\u0442\u0443 \u043d\u043e\u0440\u043c\u0430\u043b\u0435\u0439. \u0422\u0430\u043a \u0436\u0435 \u043c\u043e\u0436\u043d\u043e \u043f\u0435\u0440\u0435\u043a\u043b\u044e\u0447\u0430\u0442\u044c \u0442\u0438\u043f \u0433\u0435\u043d\u0435\u0440\u0438\u0440\u0443\u0435\u043c\u043e\u0439 \u043a\u0430\u0440\u0442\u044b. \u0414\u043e\u0441\u0442\u0443\u043f\u043d\u044b: displacement, ambient occlusion, specular<\/strong><\/p>\n

\u0412 \u043e\u043a\u043d\u0435 \u043f\u0440\u0435\u0434\u0432\u0430\u0440\u0438\u0442\u0435\u043b\u044c\u043d\u043e\u0433\u043e \u043f\u0440\u043e\u0441\u043c\u043e\u0442\u0440\u0430 \u043e\u0442\u043e\u0431\u0440\u0430\u0436\u0430\u0435\u0442\u0441\u044f 3D-\u043c\u043e\u0434\u0435\u043b\u0438 \u0441 \u0440\u0430\u0437\u043b\u0438\u0447\u043d\u044b\u0445 \u043a\u0430\u0440\u0442. \u041a\u0430\u0436\u0434\u0443\u044e \u043a\u0430\u0440\u0442\u0443 \u043c\u043e\u0436\u043d\u043e \u0432\u043a\u043b\u044e\u0447\u0430\u0442\u044c\/\u0432\u044b\u043a\u043b\u044e\u0447\u0430\u0442\u044c, \u043f\u0430\u0440\u0430\u043c\u0435\u0442\u0440\u044b \u043e\u0442\u043e\u0431\u0440\u0430\u0436\u0435\u043d\u0438\u044f \u043c\u043e\u0434\u0435\u043b\u0438 \u0432 \u043e\u043a\u043d\u0435 \u043f\u0440\u043e\u0441\u043c\u043e\u0442\u0440\u0430 \u043c\u043e\u0436\u043d\u043e \u0440\u0435\u0433\u0443\u043b\u0438\u0440\u043e\u0432\u0430\u0442\u044c.<\/p>\n

\u0415\u0441\u043b\u0438 \u0443 \u0432\u0430\u0441 \u0435\u0441\u0442\u044c \u0434\u043e\u043f\u043e\u043b\u043d\u0438\u0442\u0435\u043b\u044c\u043d\u044b\u0435 \u0432\u043e\u043f\u0440\u043e\u0441\u044b, \u043f\u0438\u0448\u0438\u0442\u0435 \u043d\u0430 recosh@mail.ru.<\/p>\n

Normal Maps<\/h2>\n

Normal Maps are textures that inherit depth information of a surface.
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

They can enhance the optical illusion of depth significantly and are especially useful on flat surfaces, that have several bumps or cracks<\/b>.
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>\n

Height map<\/h2>\n

This texture contains the distance “height” from “floor”. The brighter the pixel, the further away (more depth).
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>\n

Using a height map for example as displacement, you can easily see the effect on the surface. An example heightmap (left), bumps going in (top-right) and bumps going out (bottom-right). <\/p>\n

<\/p>\n

NormalMaps from photos<\/h2>\n

It is technically not possible to get completely correct normalmaps directly from pictures e.g. taken with a camera.<\/p>