![]() ![]() If we instead represent this detail with a bump map, the surface geometry can become much simpler, and the detail is represented as a texture which modulates how light reflects off the surface. ![]() To avoid this, we should use a normal map to represent the fine surface detail, and a lower resolution polygonal surface for the larger shape of the model. ![]() Over a large model with lots of fine surface detail this would require a very high number of polygons to be drawn. On the right you can see the polygons required to make up the detail of a single screwhead. A sheet of aircraft metal with details modeled as real geometry.ĭepending on the situation it is not normally a good idea to have such tiny details modelled as “real” geometry. One way to do this would be to model these details as geometry, as shown below. See in Glossary, sometimes known as OpenGL format.įor example, you might want to show a surface which has grooves and screws or rivets across the surface, like an aircraft hull. Unity uses Y+ normal maps A type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. They are a special kind of texture that allow you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. ![]()
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