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normal_maps_knald_1.1 [2016/02/01 01:32]
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normal_maps_knald_1.1 [2017/05/23 03:49] (current)
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 **Bump Scale:** The global strength of the processed Normal and [[derivative_maps_knald_1.1|Derivative]] maps. **Bump Scale:** The global strength of the processed Normal and [[derivative_maps_knald_1.1|Derivative]] maps.
  
-[{{https://​s3.amazonaws.com/​docs.knaldtech.com/​docuwiki/​sci_fi_normal.jpg?​nolink&​512|Normal Map}}]+[{{https://​s3.amazonaws.com/​docs.knaldtech.com/​docuwiki/​sci_fi_normal.jpg?​nolink&​512|A Tangent Space Normal Map}}]
  
 ===== Normal Map Types ===== ===== Normal Map Types =====
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 It also calculates the bitangent on the fly by default due to the fact that it is more efficient on modern hardware (sending data from vertex to pixel shader is more costly than executing a minor calculation in the pixel shader), which is consistent with Unreal Engine 4((As of release 4.7 https://​docs.unrealengine.com/​latest/​INT/​Support/​Builds/​ReleaseNotes/​2015/​4_7/​index.html)) & Blender. It also calculates the bitangent on the fly by default due to the fact that it is more efficient on modern hardware (sending data from vertex to pixel shader is more costly than executing a minor calculation in the pixel shader), which is consistent with Unreal Engine 4((As of release 4.7 https://​docs.unrealengine.com/​latest/​INT/​Support/​Builds/​ReleaseNotes/​2015/​4_7/​index.html)) & Blender.
  
 +If required, Knald can also use the embedded Tangent Space held within an imported FBX file by checking the **Use FBX Tangent Space** option found within [[the_preferences_tab_knald_1.2#​bake_settings|The Preferences.]] ​
  
normal_maps_knald_1.1.1454290370.txt.gz ยท Last modified: 2017/05/23 03:49 (external edit)