- Sun Jan 06, 2008 3:23 am
#257663
idea:
for example displaced grass.
instead of just displacing perfectly parallel to the surface normal, one should be able to use a normal map to define the direction into which the displacement happens. (a little tilting off the normal)
as i understand, the NORMAL (name, duh !) map defines the vector of the actual surface's normal in RGB... if this were implemented in the displacement algorithm, the mentioned grass above could get some variation in it's direction instead of sticking out «perfectly vertical». ( the approach would be similar to the anisotropic's color channel, that defines a «direction», only in 3d ...)
the spikey ball examples, or especially the cactus we've seen could be improved like this a lot in realism...
IMAGINE !
for example displaced grass.
instead of just displacing perfectly parallel to the surface normal, one should be able to use a normal map to define the direction into which the displacement happens. (a little tilting off the normal)
as i understand, the NORMAL (name, duh !) map defines the vector of the actual surface's normal in RGB... if this were implemented in the displacement algorithm, the mentioned grass above could get some variation in it's direction instead of sticking out «perfectly vertical». ( the approach would be similar to the anisotropic's color channel, that defines a «direction», only in 3d ...)
the spikey ball examples, or especially the cactus we've seen could be improved like this a lot in realism...
IMAGINE !




- By Jochen Haug