This filter generates a normal map from a height map. It's early initial work and a lot more is expected to be done.
We will use an height map created with Secțiune 14.8, „Simplex Noise”:
Fig. 17.176. Normal Map Example
The height map
Filter applied with default options, giving the Normal Map
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Notă |
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Aceste opțiuni sunt descrise în Secțiune 2, „Caracteristici obișnuite”. |
The amount by which to scale the heights values: increase or decrease bumps.
Scale = 2
The component used for X, Y coordinates: you can choose between the three RGB colors for the bumps.
Note that if you change these values, new colors are added to the existing colors, giving the complementary colors.
Flip the X, Y coordinates: flip bumps colors, horizontally and vertically. Bumps have a clear border and an opposite dark border, giving a feeling that light comes from a certain direction. To see bumps instead of hollows, light must come from the upper left corner; play with Flip X and Flip Y to get this lighting.
After playing with Flip X and Flip Y
Use the full [0, 1] range to encode the Z coordinates: You can get a more abrupt color gradient.
TQDO
Generate a tileable map:
TODO
Rezultatul acestui filtru poate fi mai mare decât imaginea originală. Cu opțiunea implicită Ajustează, stratul va fi automat redimensionat după cum este necesar când filtrul este aplicat. Cu opțiunea Taie rezultatul va fi tăiat la limita stratului.