Difference between revisions of "Reference:Normal Map"
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<p>Where <em><code>Value</code></em> is a float value between 0.0 and 1.0 inclusive and each <em>NORMAL_BODY</em> is anything which can be inside a <code>normal{...}</code> statement. The <code>normal</code> keyword and <code>{}</code> braces need not be specified.</p> | <p>Where <em><code>Value</code></em> is a float value between 0.0 and 1.0 inclusive and each <em>NORMAL_BODY</em> is anything which can be inside a <code>normal{...}</code> statement. The <code>normal</code> keyword and <code>{}</code> braces need not be specified.</p> | ||
<p class="Note"><strong>Note:</strong> The <code>[]</code> brackets are part of the actual <em>NORMAL_MAP_ENTRY</em>. They are not notational symbols denoting optional parts. The brackets surround each entry in the normal map.</p> | <p class="Note"><strong>Note:</strong> The <code>[]</code> brackets are part of the actual <em>NORMAL_MAP_ENTRY</em>. They are not notational symbols denoting optional parts. The brackets surround each entry in the normal map.</p> | ||
| − | <p> | + | <p>In <em>previous</em> versions there <em>had</em> to be from 2 to 256 entries in the map. A {{Change}} in version 3.8 has removed the upper restriction.</p> |
<p>For example:</p> | <p>For example:</p> | ||
<pre> | <pre> | ||
Latest revision as of 08:48, 30 June 2017
Most of the time you will apply single normal pattern to an entire surface but you may also create a pattern or blend of normals using a normal_map. The syntax for a normal_map is identical to a pigment_map except you specify a normal in each map entry. The syntax for normal_map is as follows:
NORMAL_MAP:
normal_map { NORMAL_MAP_BODY }
NORMAL_MAP_BODY:
NORMAL_MAP_IDENTIFIER | NORMAL_MAP_ENTRY...
NORMAL_MAP_ENTRY:
[ Value NORMAL_BODY ]
Where Value is a float value between 0.0 and 1.0 inclusive and each NORMAL_BODY is anything which can be inside a normal{...} statement. The normal keyword and {} braces need not be specified.
Note: The [] brackets are part of the actual NORMAL_MAP_ENTRY. They are not notational symbols denoting optional parts. The brackets surround each entry in the normal map.
In previous versions there had to be from 2 to 256 entries in the map. A Change in version 3.8 has removed the upper restriction.
For example:
normal {
gradient x //this is the PATTERN_TYPE
normal_map {
[0.3 bumps scale 2]
[0.3 dents]
[0.6 dents]
[0.9 marble turbulence 1]
}
}
When the gradient x function returns values from 0.0 to 0.3 then the scaled bumps normal is used. From 0.3 to 0.6 dents pattern is used. From 0.6 up to 0.9 a blend of dents and a turbulent marble is used. From 0.9 on up only the turbulent marble is used.
Normal maps may be nested to any level of complexity you desire. The normals in a map may have slope maps or normal maps or any type of normal you want.
A normal map is also used with the average normal type. See Average for details.
Entire normals in a normal list may also be used with the block patterns such as checker, hexagon and brick. For example:
normal {
checker
normal { gradient x scale .2 }
normal { gradient y scale .2 }
}
Note: In the case of block patterns the normal wrapping is required around the normal information.
You may not use normal_map or individual normals with a bump_map. See section Texture Maps for an alternative way to do this.
You may declare and use normal map identifiers but the only way to declare a normal block pattern list is to declare a normal identifier for the entire normal.