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A texture map (left). The corresponding normal map in tangent space (center). The normal map applied to a sphere in object space (right). Normal map reuse is made possible by encoding maps in tangent space. The tangent space is a vector space, which is tangent to the model's surface. The coordinate system varies smoothly (based on the ...
Normal Map Ambient Occlusion (AO) Map Light Map Tangent Space Normal Map Non-directional (Traditional) Directional Maya (Turtle renderer) "Generate LOD Meshes" Yes Yes Yes RNM (Radiosity Normal Map), and SH (Spherical harmonics) coefficients Enlighten No No ? Yes Yes Blender AssetGen addon Yes Yes Yes No
Per-pixel lighting is commonly used with techniques, such as blending, alpha blending, alpha to coverage, anti-aliasing, texture filtering, clipping, hidden-surface determination, Z-buffering, stencil buffering, shading, mipmapping, normal mapping, bump mapping, displacement mapping, parallax mapping, shadow mapping, specular mapping, shadow ...
Silo 2, released in August 2007, added a high-polygon sculpting mode for creating normal maps and displacement maps, as well as improved texture mapping tools and scene management tools. Version 2.1 was released on August 13, 2008.
Baking is also known as render mapping. This technique is most commonly used for light maps, but may also be used to generate normal maps and displacement maps. Some computer games (e.g. Messiah) have used this technique. The original Quake software engine used on-the-fly baking to combine light maps and colour maps ("surface caching").
The modified surface normal is then used for lighting calculations (using, for example, the Phong reflection model) giving the appearance of detail instead of a smooth surface. Bump mapping is much faster and consumes fewer resources for the same level of detail compared to displacement mapping because the geometry remains unchanged.
Sky lighting (Physical sky, SkySphere bitmap (normal or HDRI)) Supported textures Constant colors; Bitmaps (normal and HDRI) Procedurals (Perlin noise, marble, wood, windy, checker, wireframe, normal ramp, Fresnel ramp) Any weighted or multiplicative combination of the above; Supported features Bump mapping; Normal mapping; Clip mapping
The lower left image shows a scene with a viewpoint marked with a black dot. The upper image shows the net of the cube mapping as seen from that viewpoint, and the lower right image shows the cube superimposed on the original scene. In computer graphics, cube mapping is a method of environment mapping that uses the six faces of a cube as the ...