What is map in baking?
What is map in baking?
Bake Mesh Maps Baking is the process of saving information from a 3D mesh, to a texture file (bitmap). Most of the time, this process involves two meshes, a high poly mesh and a low poly mesh: A high poly mesh has many polygons (often millions) which means it can display high-resolution 3D detail.
What is normal map baking?
When baking a normal map, we are basically telling the baking program to modify the direction that the low poly normals follow so that they match the direction of the high-poly model; as a result, the low-poly model is bouncing light as the high-poly would. All this information is stored in a texture called normal map.
How does a normal map work?
A normal map uses RGB information that corresponds directly with the X, Y and Z axis in 3D space. This RGB information tells the 3D application the exact direction of the surface normals are oriented in for each and every polygon.
What does a normal map do?
What is the difference between bump and normal map?
A bump map can be thought of as an older normal map. Bump maps were used before normal maps became a thing. Bump maps are less advanced than normal maps because they can only show the height values of a texture, whereas normal maps can show angle as well—which allows them to show detail more realistically.
What is thickness map?
The Thickness map from mesh is very similar to the ambient occlusion baker, but it casts rays from the surface of the mesh to the inside. This texture can be used in a Sub Surface Scattering (SSS) shader or for masking textures. The texture properties are defined as: Black values represent the thin parts of the model.
Why are normal maps used?
In 3D computer graphics, normal mapping, or Dot3 bump mapping, is a texture mapping technique used for faking the lighting of bumps and dents – an implementation of bump mapping. It is used to add details without using more polygons.
What is difference between normal map and bump map?
What is the difference between bump and displacement?
Bump Maps simulate geometry changes based on an image – the light and dark values of an image imply height. Displacement Maps actually change the geometry of the mesh based on the image.