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Normal maps are an easy way to add the appearance of detail without actually adding the detail. Below are several simple examples of the difference a normal map can make. No Normal Maps With Normal Maps In each example it
looks as if the normal map added more physical
detail to the 3D model. But it didn't. It's an
illusion. The number of faces and vertices didn't change.
What did happen? Normally when you look at a 3D model, you see light that has been reflected from the surface of the 3D model. When a normal map is used, the surface of the 3D model isn't used to calculate how the light is reflected. Instead, information provided by the normal map is used. You see light reflected from surfaces that aren't there. Even though the details you see are an illusion, they have the same highlights and shadows as real details. Change the direction the light is coming from and the highlights and shadows change. Just like they would on real details. Normal Map Limitations
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| Blender
3D Game Engine |
Rapid prototyping for 3D games. Test realtime 3D gameplay without having to compile the game code. 3D game models automatically added. GLSL shaders. Normal Mapping and Parallax Mapping. All OpenGL Lighting modes. This includes transparencies, animated and reflection mapped textures. Multiple textures and materials. UV mapping. Per-pixel lighting and dynamic lighting. Uses Bullet Physics. Soft body dynamics. Rigid body dynamics. Collision detection and dynamics simulation. Collision bounds of all types. Car physics engine with full support for vehicle dynamics. (Spring reactions, stiffness, damping, tire friction etc.). |