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- | ====== Derivative Maps ====== | ||
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- | 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)). | ||
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- | These are as follows: | ||
- | * Reduces foot-print | ||
- | * Is much better suited for synthesized surfaces/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]]. | ||
- | * No issues regarding multiple standards for implementation of tangent space generation. | ||
- | * Mirroring trivially works. | ||
- | * No need to recalculate tangent spaces on meshes with complex geometric deformations. | ||
- | * Better visually during texture magnification. | ||