School notes with very basic definitions clarifying the difference between normal maps, bump maps, displacement maps, and cavity maps in the 3D program 'Maya'.
School notes with very basic definitions clarifying the difference between normal maps, bump maps, displacement maps, and cavity maps in the 3D program 'Maya'.
School notes with very basic definitions clarifying the difference between normal maps, bump maps, displacement maps, and cavity maps in the 3D program 'Maya'.
If you have something sculpted in ZBrush and you have a normal map on a lower resolution character, when light shines on the model, it'll act like the divisions are there.
Normal maps will never change the silhouette of the geometry, though (if you render an alpha, it'll look the same w/ or w/o a normal map)
Displacement maps will actually perturb your surface instead of being textural like a colour map
When Maya registers a displacement map, it won't display anything on the canvas, but @ render time, when you have displacement map applied, it'll basically subdivide your geometry
Displacement maps are dependent on scale, and thus are somewhat more 'unpredictable'
What is a Cavity Map? Any time there's a crevice, a cavity map uses that info to make a dark area in a black and white map so that when you later on have texture information (like if you drew cool colour info on your channel) you can then plug a cavity map to get baked in light, or ambient occlusion or w/e. When it comes to our teacher, usually he'll get a colour map and lay an ambient occlusion or cavity map on it, which displays on the mesh areas where darks exist.
Next New Thing in Tomorrows Tech: Vector Displacement Maps Displacement is up/down but vector displacement can do more complicated shaping things, like mushrooms with big undercuts on the side.
The difference between a normal map and a bump map is the amount of information they contain. A bump map works the same way as a normal map in that it doesn't perturb the surface of the geometry or affect the silhouette, but a bump map only has b&w, and can only go up/down, whereas a normal map is an RGB image, so you have not just up and down but the different direction of polygon normals.