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normal_maps_knald_1.3 [2017/01/18 02:37]
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normal_maps_knald_1.3 [2017/03/30 15:10]
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 Please see the [[color_to_normals_knald_1.2|Color To Normals]] & [[the_baker_knald_1.2|The Baker]] pages for more information. Please see the [[color_to_normals_knald_1.2|Color To Normals]] & [[the_baker_knald_1.2|The Baker]] pages for more information.
  
-[{{https://​s3.amazonaws.com/​docs.knaldtech.com/​docuwiki/​normal_derivative_knald.png?​nolink|Normal/​Derivative Settings}}]+[{{https://​s3.amazonaws.com/​docs.knaldtech.com/​docuwiki/​normal_derivative_knald_2.0.png?​nolink|Normal/​Derivative Settings}}]
  
 ===== The Normal Maps Group'​s Settings ===== ===== The Normal Maps Group'​s Settings =====
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 **Bump Scale:** The global strength of the processed Normal and [[derivative_maps_knald_1.2|Derivative]] maps. **Bump Scale:** The global strength of the processed Normal and [[derivative_maps_knald_1.2|Derivative]] maps.
  
-**Detail Normal:**+===== High Poly Bump/Detail Normal ​=====
  
-**Normal Map:**+---- 
 +High poly bump/detail maps allow the user to apply additional detail to the High poly meshes without having to sculpt or model that detail prior to importing the meshes into Knald. This can be useful if you are limited in the amount of modelling/​sculpting that you can have due to hardware or time considerations,​ but you have not yet reached the level of detail you require for the asset in question. 
 + 
 +This feature can also be used to transfer Object & Tangent space normal maps from one layout to another in a similar way to Texture Transfer, or to convert between Object & Tangent space while retaining the same UV layout between meshes (by assigning the Low poly mesh to both the high and low slots found within the Bake Meshes group). 
 + 
 +**High poly bump requires the High poly meshes to have UVs & any changes made to settings within the subgroup require a rebake to take effect if selected post bake.** 
 + 
 +**Normal Map:​** ​The path to the source Normal map texture.
  
-**Tilable**+**Tilable:** A toggle for tilable textures for the source normal map. Checked is tilable, unchecked is non-tilable.
  
-**OS Normal**+**OS Normal** ​A toggle between Object & Tangent space for the source normal map. Checked is Object space, unchecked is Tangent space.
  
-**Detail Bump Scale:**+**Detail Bump Scale:​** ​The strength of the High Poly Bump/Detail map.
  
-**Detail UV Tiling:**+**Detail UV Tiling:​** ​Here you can change the tiling frequency of the High Poly Bump/Detail map in the U & V directions. Changing the value will increase or decrease the number of times that the texture is tilled along the surface of the object. ​