Difference between revisions of "Talk:Texture Formats"
From Dragon Age Toolset Wiki
(Created page with 'To be clear. A 'black and white normal map' is actually a 'displacement map.' I think it's confusing that you call a b&w texture, that fakes geometry height, a 'normal map' and...') |
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To be clear. | To be clear. | ||
− | A 'black and white normal map' is actually a 'displacement map.' | + | A 'black and white normal map' is actually a 'displacement map.' I think it's confusing that you call a b&w texture, that fakes geometry height, a 'normal map' and |
− | I think it's confusing that you call a b&w texture, that fakes geometry height, a 'normal map' and | + | a RGB texture, that fakes geometry height and position, a 'RGB normal map'. B&W = displacement. RGB = normal ''-Freebeers'' |
− | a RGB texture, that fakes geometry height and position, a 'RGB normal map' | + | |
− | B&W = displacement | + | |
− | RGB = normal | + | |
− | -Freebeers | + |
Revision as of 16:34, 7 February 2010
To be clear. A 'black and white normal map' is actually a 'displacement map.' I think it's confusing that you call a b&w texture, that fakes geometry height, a 'normal map' and a RGB texture, that fakes geometry height and position, a 'RGB normal map'. B&W = displacement. RGB = normal -Freebeers