Filter forge 6 vs 5
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I'll skip over the details because it gets pretty detailed and I'd rather keep it simple. Normal maps DO NOT displace geometry.They simulate light once again on a surface like a bump map but instead of just having values between 0 and 1 it has values stored in 3 distinct RGB channels hence for the matters of simplicity: it has more data! Each R G and B channels correspond to X Y and Z coordinates of the surface normal of a given geometry or surface. Normal Maps do simulate "bumps" they can simulate dents in a given object but provide a completely different way than a bump map Now here's the most difficult one to understand: a normal map.
FILTER FORGE 6 VS 5 FULL
So as a tip: if you have a large scene, distant objects can just have simple bump maps where closer objects can enjoy the full glory of displacement maps. Basically means it can take SIGNIFICANTLY longer to render displacements over bump. The idea here is to store the displacement data on an image therefore you don't have to work your CPU and GPU on just previewing the scenery.ĭepending on the scene you will need to get cleaver: sometimes displacement maps will take longer to render because it has to "subdivide" your geometry for higher quality results. In many cases displacement maps are useful for creating mountains as well as things like surfaces of rivers beds with tons of stones and pebbles without having the need to add more geometry.
FILTER FORGE 6 VS 5 SOFTWARE
So if you want some protrusion and realistic surface detail, find a software that's capable of doing that. Depending on the software displacement maps may not exist. The displacement value does something a step above what the bump map does: it actually alters the geometry creating a much more detailed and further realistic look and feel to the object.ĭisplacement maps and bump maps can share the same black-and-white maps. So it's just a simulation of light passing over an object. So the basic idea of a bump map in a shader is to give the viewer a sense of depth by simulating the flow of light on a bumpy surface (given the grayscale map.) The unfortunate thing is that bump maps do not simulate actual depth in other words even if it LOOKS as though the object's surface has some form of bump, the geometry doesn't. When you apply light to these objects, the light will get picked up in certain areas leaving other areas in shadow. For example a surface of a rock is bumpy or a tree bark has a bumpy look. The bump value simulates lighting on a surface of a bumpy object. The reason why people get confused is because they all look like they do the same thing (excepting in the case between displacement and bump values, they're significantly different.) But each have significant differences between how they achieve a certain look or feel.įirst of all the bump value. The three things here have one goal: to make things look realistic and each have their way of doing it. To add to the confusion there are software developers who like to switch between the two terms displacement and bump in their software so be careful. Unfortunately, bump, normal, and displacement maps tend to confuse people. Alright, thought I'd make a nice big informational post regarding the three key things that make your shader look nice and detailed.