Paloth opened this issue on Feb 17, 2011 · 50 posts
kalrua posted Fri, 18 February 2011 at 8:40 PM
Quote - For procedural shader work, a bump map is far more flexible. I can read the height out of a bump map and use that info to drive other things, such as color or shine. The most common and familiar use case is ceramic tile. A bump map for that tells me whether I'm drawing the tile or the grout and can be directly deployed in a Blender node. The normal map version of the same surface is unusable for this purpose, since both the tile and the grout have places where the normal is unchanged, i.e. pointing straight. Thus they have the same data and are indistinguishable.
Ooo, try UDK:procedurale normal map and "derive Z axis",
Normal map
r=((X+1)/2)*(increase or decrease value)
v=(Y+1)/2*(increase or decrease value)
B=(Z+1)/2 or occlusion zdepht
by default, poser use only red and green
In poser
ex:for z axis
Normal map--->hsv(color:blue,saturation=0)--->*2--->Substract 1=Diffuse value
sorry for my bad english :SAD