View Full Version : When to use bump maps and when to use normal maps...
moogaloonie 08-31-2009, 11:34 PM I'd always assumed normal maps were more accurate, but I was told they are simply quicker to decode by a GPU. A bump map contains all of the information of the normal map and has the advantage of letting you set its strength. Does this sound correct?
|
|
MasonDoran
08-31-2009, 11:37 PM
Normal maps look best in Real Time engines, but in apps like Mental Ray, they dont look as good and you cannot easily control the intensity. So for software renders, bump maps are better.
Kanga
09-01-2009, 01:16 AM
Normal maps give information on the x, y, and z axis. Bumps maps only give information on the normal axis of a poly. The results I am seeing in recent game competitions are pretty high frequency although there is no subdivision modifier on game models so you see voodoo happening with joints. For high res animation you generally use displacement maps for the big stuff, like muscles etc and bump for the wrinkles. I don't know if normal maps are being used for high res animation and would be interested to find out.
Cheers
ThE_JacO
09-01-2009, 04:02 AM
A more important question would be:
When to use the shading/rendering/lighting/specialities forums, and when to use GD?
The former when you have a question that's clearly shading/rendering related, the latter when you have something that fits GD, which isn't the universal catch-all of the forums, countrary to popular opinion ;)
moogaloonie
09-01-2009, 09:41 AM
A more important question would be:
When to use the shading/rendering/lighting/specialities forums, and when to use GD?
The former when you have a question that's clearly shading/rendering related, the latter when you have something that fits GD, which isn't the universal catch-all of the forums, countrary to popular opinion ;)
Soooo... That Tim Allen, what a funny guy!
I will familiarise myself with this forum because, as much as I hate to admit it, you do have a point here.
moogaloonie
09-01-2009, 09:59 AM
Normal maps give information on the x, y, and z axis. Bumps maps only give information on the normal axis of a poly. The results I am seeing in recent game competitions are pretty high frequency although there is no subdivision modifier on game models so you see voodoo happening with joints. For high res animation you generally use displacement maps for the big stuff, like muscles etc and bump for the wrinkles. I don't know if normal maps are being used for high res animation and would be interested to find out.
Cheers
Thank you. I think I may have just figured out "tangent space" also. I remember when maps were just textures and you could fake everything, but now the maps affect shape as well...
So what are the alternatives to "tangent space"? Screen space perhaps?
Atwooki
09-01-2009, 02:23 PM
No way!
Screen-space is OK for non-tangent mapped assets, though nonetheless camera dependant (generally those which are non-organic), but tangent-space is the preferred (and much preferred if said engine can allow for even a 'low res' disp map to have a normal map overlaid upon it (engine, cpu overhead issues)..
moogaloonie
Soooo... That Tim Allen, what a funny guy!
Perfection ;)
Kanga
09-02-2009, 01:02 AM
Thanks Wook,
Kind of suspected normal maps would be usefull in high res, specially for high frequency detail but never knew it for sure.
Cheerio.
CGTalk Moderation
09-02-2009, 01:02 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.