'Normal Mapping'--法线贴图
'Normal Mapping'
by Misja Baas
原文链接:http://www.3dtotal.com/team/Tutorials_3/normal_mapping/normal_mapping01.asp
Normal mapping is a great way of showing more detail on a 3D model by simulating the way surface detail responds to light. It is a 2D effect so it will not change the shape of an object, but inside the profile outlines it can simulate a tremendous amount of extra detail. This is very useful for real time game engines where processing power is a limiting factor or animations where it’s render time that can be the limiting factor.
(法线贴图是一种显示三维模型更多细节的重要方法,它解算了模型表面因为灯光而产生的细节。这是一种2维的效果,所以它不会改变模型的形状,但是它计算了轮廓线以内的极大的额外细节。在处理能力受限的情况下,这对实时游戏引擎是非常有用的,另外当你渲染动画受到时间限制时,它也是及其有效的解决办法。)
Original and normal mapped object.(原始物体和法线贴图物体)
Normal mapping is not new but with the latest graphics cards it’s become more and more affordable. It’s very similar to bump mapping in that they both achieve the same effect.However, bump mapping simulates vertical offsets relative to the face direction it’s projected on, new directions are a result of the height differences between neighboring pixels. Normal mapping on the other hand uses colors to indicate directional offsets, making it far more efficient. It doesn’t use it’s neighbors to determine it’s angle, a single pixel is enough. The red channel in a normal map encodes the left-right axis of normal blue channel encodes vertical depth.
(法线贴图不是什么新事物,但依赖与最新的显卡,它正变得越来越重要。要达到上图的效果,通过凹凸贴图也是很容易的事。但是,凹凸贴图仅仅解算在它相对于面投射方向的垂直偏移,新的方向是两个相邻像素之间高度差异的结果。法线贴图使用颜色来表述在其他方向的偏移,这使它更有效。它无需使用它相邻的像素来测定它的角度,一个单一的像素就足够了。法线贴图中的红色通道编码了法线的左右轴,蓝色通道编码了垂直深度。)
This makes for a pretty interesting image that is, unfortunately, impossible to paint properly by hand (unlike bump maps). Which means you have to generate a normal map, this is done in several ways, you can bake it, render it or convert a height/bump map.
(这些创造了一幅漂亮的图片,但不幸的是你不大可能用手来绘制合适的图(跟凹凸贴图不同)。这意味着你不得不生成一张法线贴图,有好几种方法可以做到,你可以烘培它,渲染它,或是从一张凹凸贴图转换而来。)
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