![]() Note that a mid-gray value (0.5 on a 0.1 scale) for the channels will disable the effect: setting 0.5 in the Green and Alpha channels will disable the detail bump map, for eg. Alpha channel: red component of the normal mapĪ picture can help to better visualize the channels:.Green channel: green component of the normal map.The detail map can contains albedo (diffuse), normal and roughness (for PBR materials only) channels, dispatched this way (following Unity convention): The first picture is the main + bump textures without detail map, the second picture is the main + bump textures + detail map with albedo and normal channels. You can also add a normal channel in the detail map: The detail map used in the picture above only contains an albedo (diffuse) channel which is tiled ten times over the main texture. You can use a detail map to improve on this: You can see fairly big areas with uniform colors because the texture is zoomed in. See for eg this marble texture without detail map: vOffset = 0.5 UV Tiling and Offset Details mapsĪ detail map (also called secondary map) is generally used to add extra details to the regular main texture when viewed up close. ![]()
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