Bump-mapping

SidSid Corwid of the Free Join Date: 2003-01-28 Member: 12903Members, Constellation
<div class="IPBDescription">What is it?!</div> I know what BumpMapping looks like... but what <i>is</i> it exactly?!

Is it 3D, 2D... layered textures?! I am so confused, please clear a poor Sid up.

Thanks! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

Comments

  • JefeJefe Join Date: 2003-04-21 Member: 15734Members, Constellation
    I think it's when you can make textures put shadows on themselves when light is shone on them, giving the illusion of tons of polygons while keeping down on the FPS. Someone else can probably explain better.
  • usernameusername Join Date: 2004-06-22 Member: 29473Members
    edited August 2004
    sheena posted a good example of this in the customization forums. lemme go dig it up.

    edit: <a href='http://www.unknownworlds.com/forums/index.php?showtopic=49099&view=findpost&p=1171979' target='_blank'>http://www.unknownworlds.com/forums/in...dpost&p=1171979</a>
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    yay for google!

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Bump mapping is used to add detail to an image without increasing the number of polygons. Bump mapping relies on light-reflection calculations to create small bumps on the surface of the object in order to give it texture; the surface of the object is not changed.

    Bumps are applied by matching up a series of grayscale pixels with colored pixels on the rendered, colored object. Lighter grayscale pixels create a sense of maximum relief or maximum indentation; darker pixels have less effect. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • SidSid Corwid of the Free Join Date: 2003-01-28 Member: 12903Members, Constellation
    Wow, thanks. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Remember, bump maps and normal maps are -not- the same thing. Bump maps use a greyscale image, while normal maps use components of red, green, and blue. (in fact, in sheena's example thread, the bump maps are actually normal maps!)

    I find it funny someone was calling normal maps 'fake bump maps' in the other thread... Normal maps are a much more advanced (and powerful) version of bump maps, and if anything bump maps should be called fake normal maps. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Normal maps include not only depth information, as a bump map does, but vector information for the normals (hence the name) of details that aren't there - these can be created on the normal map by high polygon meshes, or even painted on by artists for extra detail. This multi-colored image is then used for lighting calculations, which is the biggest difference between bump maps and normal maps. Note in sheena's thread how normal mapped detail not only appears 3D, but 'catches' the lighting highlights only on one side of the normal maps. This is normal mapping's biggest power - directional light and a strong enough bump (simply the 'depth,' not to be confused with virtual displacement mapping that gives the illusion of real depth) will really bring out details, and two lights at different angles passing over the same normal maps can give the appearance of something so 3d you don't know the difference.

    Unreal Engine 3 does use displacement mapping, but much of the detail is still normal maps (there's no sense wasting video power on displacement mapping on a creature's skin, for example). The only difference between the normal mapping in the D3 engine in UE3 is higher resolution textures. Doom 3's textures are fairly low-resolution (most half-life sized, though scaled down to .5 scale by default) since normal maps and spec maps are essentially extra textures, doubling or tripling texture memory usage. The amount of lighting detail possible, though, more than makes up for it.
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    I say it again, KFS rox. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • neko1neko1 Join Date: 2004-02-28 Member: 26950Members
    Quake 3 has bump mapping.

    And someone should post the Halo Masterchief example, where it shows him w/o bump mapping and with.
  • rabbityrabbity Join Date: 2003-07-02 Member: 17866Members
    quake 2 has bumpmapping??? i never noticed that :o
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    <!--QuoteBegin-rabbity+Aug 7 2004, 03:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (rabbity @ Aug 7 2004, 03:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> quake 2 has bumpmapping?? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    i dont think so <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • DivWDivW Join Date: 2003-06-23 Member: 17640Members
    Quake 1 has bumpmaps?
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    <i>It can</i>

    <img src='http://www.tenebrae2.com/screenshots/tenebrae2_tb-base_07.jpg' border='0' alt='user posted image' />
    (yep, good old tenebrae)


    Really, if I didn't know any better I'd think it's D3
  • SurgeSurge asda4a3sklflkgh Join Date: 2002-07-14 Member: 944Members
    Word. Bump-mapping powns. I knew a better example, but it's on Polycount and I don't feel like digging it up. Trust me, it can make something look like it has a few tens of thousands of polys extra.
  • ANeMANeM Join Date: 2003-05-13 Member: 16267Members, Constellation
    edited August 2004
    A nice example from doom3.
    <a href='http://anem.monachetti.net/images/bump.jpg' target='_blank'>Bump</a>
    <a href='http://anem.monachetti.net/images/nobump.jpg' target='_blank'>No bump</a>

    Doesn't that make a huge differance?

    Note: that might be normal mapping... I don't know or care. The option says "Enable Bump maps" so I'm just assuming its bump maps..

    Second note: Doom3 looks fugly without them
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    heh
    But I care more about the world not looking different with bump in those pictures.
  • DY357LXDY357LX Playing since day 1. Still can&#39;t Comm. England Join Date: 2002-10-27 Member: 1651Members, Constellation
    <!--QuoteBegin-ANeM+Aug 7 2004, 12:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ANeM @ Aug 7 2004, 12:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A nice example from doom3.
    <a href='http://anem.monachetti.net/images/bump.jpg' target='_blank'>Bump</a>
    <a href='http://anem.monachetti.net/images/nobump.jpg' target='_blank'>No bump</a>

    Doesn't that make a huge differance?

    Note: that might be normal mapping... I don't know or care. The option says "Enable Bump maps" so I'm just assuming its bump maps..

    Second note: Doom3 looks fugly without them <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Forbidden
    You don't have permission to access /images/nobump.jpg on this server
    <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Enter the link into your address bar and try again.
  • ANeMANeM Join Date: 2003-05-13 Member: 16267Members, Constellation
    Sigh.. Yeah.. I forgot my host recently enabled hotlinking protection..
    I could probably go disable that on my own.. but I don't want to mess anything up.. So.. yeah. Just do as insane said.
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