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derivative_maps_knald [2014/11/30 08:10]
adavies
derivative_maps_knald [2015/03/28 13:54]
adavies [What are Derivative Maps?]
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 ====== Derivative Maps ====== ====== Derivative Maps ======
 +The Derivative maps within Knald are generated on the fly from the [[height_maps_knald|Height maps]] provided by [[the_integrator_knald|The Integrator]]. They are adjustable in real time in terms of intensity via the [[the_main_tab_knald#​general|Bump Scale]] slider.
  
-Derivative Maps are a new method of bump mapping that does not use tangent spaces. This has numerous advantages over traditional normal map based workflows((http://​mmikkelsen3d.blogspot.co.uk/​2011/​07/​derivative-maps.html))((http://​mmikkelsen3d.blogspot.co.uk/​2011/​11/​derivative-maps-in-xnormal.html)).+You can also create Derivative maps quickly and efficiently from photographs,​ via pre-rendered Height via Knald'​s [[color_to_normals_knald|Color To Normals]] functionality and our world class [[the_baker_knald|baker]]. 
 + 
 +Please see the [[color_to_normals_knald|Color To Normals]] & [[the_baker_knald|The Baker]] pages for more information. 
 + 
 +===== What are Derivative Maps? ===== 
 + 
 +Derivative Maps are a recent ​method of bump mapping that does not use tangent spaces. This has numerous advantages over traditional normal map based workflows((http://​mmikkelsen3d.blogspot.co.uk/​2011/​07/​derivative-maps.html))((http://​mmikkelsen3d.blogspot.co.uk/​2011/​11/​derivative-maps-in-xnormal.html)).
  
  
 These are as follows: These are as follows:
-  * Reduces foot-print +  * Reduces foot-print. 
-  * Is much better suited for synthesized surfaces/​tessellation+  * Is much better suited for synthesized surfaces/​tessellation.
   * Does not distinguish between regular geometry and tessellation.   * Does not distinguish between regular geometry and tessellation.
   * Works with per pixel generated texture coordinates such as [[http://​www.slideshare.net/​icastano/​cascades-demo-secrets|Tri-Planar Texturing]].   * Works with per pixel generated texture coordinates such as [[http://​www.slideshare.net/​icastano/​cascades-demo-secrets|Tri-Planar Texturing]].
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   * Mirroring trivially works.   * Mirroring trivially works.
   * No need to recalculate tangent spaces on meshes with complex geometric deformations.   * No need to recalculate tangent spaces on meshes with complex geometric deformations.
 +  * Better visually during texture magnification.
 +
 +[{{https://​s3.amazonaws.com/​docs.knaldtech.com/​docuwiki/​normal_derivative_knald.png?​nolink|Normal/​Derivative Settings}}]
 +
 +===== The Derivative Maps Group'​s Settings =====
 +**Flip Green:** Here you can change the axis in the dropdown to match the Normal/​Derivative maps for your engine or application as required. By default Knald is set to X+Y+Z+, so if you are using a [[normal_maps_knald|Normal]] or Derivative map that differs from this configuration,​ you will need to change this setting. To change this setting check the Flip Green check box to save your choice.
 +
 +**Bump Scale:** The global strength of the processed [[normal_maps_knald|Normal]] and Derivative maps.
 +
 +
 +[{{https://​s3.amazonaws.com/​docs.knaldtech.com/​docuwiki/​sci_fi_derivative.jpg?​nolink&​512|Derivative Map}}]
  
derivative_maps_knald.txt · Last modified: 2017/05/23 03:49 (external edit)