Image effects now run on a background thread, making the user interface respond faster with larger images. Fixed issues with compressor nondeterminism on cubemap textures. Updated NVTT to version 3. Added an option to always use the DX10 header extension, which is disabled by default. This should improve compatibility with older DDS readers. The corresponding command-line flag is --dx Added support for read settings in the plugin.
These settings are automatically saved in the registry. Added support in the plugin for reading mipmaps of DDS files as layers. Added support in the plugin for reading alpha channels of DDS files as extra channels instead of transparency. Added the ability to read and save images flipped vertically.
The corresponding command-line options are --read-flip-y and --save-flip-y. Fixed a bug where RGB values of fully transparent pixels with alpha equal to 0 would be set to 0 as a result of internal premultiplication. They can enhance the optical illusion of depth significantly and are especially useful on flat surfaces, that have several bumps or cracks.
As shown on the right, the elevation described by the height map can be converted to a normal map, that can be read from your graphics card inside the shader units. When aiming for a more drastical illusion in depth, where parts could be occluding the model, you should try displacement maps These maps really alter polygons but could decrease performance significantly! With this you can create maps for multiple height maps all at once. Try it out and give feedback! This texture contains the distance "height" from "floor".
The brighter the pixel, the further away more depth. In this application it doesn't matter if the values are inverted because you can change it anytime later on. The most important thing though, is the value difference between the pixels.
Ideal is a texture with pixel dimensions with a power of 2 2, 4, 8, If using a height map as a displacement map, you can easily see the effects on the surface. An example heightmap left , bumps going in top-right and bumps going out bottom-right are shown in the image below. To generate normal maps from photos, you need four specific pictures of the same surface.
Each picture needs a different lighting position. The light should shine from the top, left, right and bottom of the image. Inline Feedbacks. Online School Join the. Be a part of Smart VRay Workflow. Stay Updated. Give it a try, you can unsubscribe anytime. Powered by Convert Plus. Remember me. Register Create an Account.
0コメント