Difference between revisions of "Talk:Texture Formats"

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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 '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''
 
a RGB texture, that fakes geometry height and position, a 'RGB normal map'. B&W = displacement. RGB = normal  ''-Freebeers''
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*No its actually a normal map too. Its a normal map because it stores normals. That some are colorful, others are not is of no matter. Its just grey because of different channel assignment. I think the descriptions RGB and B&W could get a workover. RGB is the standard format. B&W is the Bioware format. [[User:Eshme|Eshme]] 06:09, 8 February 2010 (UTC)

Revision as of 07:09, 8 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

  • No its actually a normal map too. Its a normal map because it stores normals. That some are colorful, others are not is of no matter. Its just grey because of different channel assignment. I think the descriptions RGB and B&W could get a workover. RGB is the standard format. B&W is the Bioware format. Eshme 06:09, 8 February 2010 (UTC)