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Originally posted by Pougan:
**One thing though, were can I find out about surface normals?
**
I've seen explanations before. Me, I didn't get it until I saw some of the math, in "Realistic Ray Tracing." Wait a few years, and my big tutorial on The Physics of Bryce might be fininshed. Or maybe it won't be! ^_^;;
Okay...in short, a surface normal is an imaginary line drawn perpendicular to the surface of a polygon. (In my tutorial, I intended to show penquins standing upright in the centers of all the polygons!) The render engine calculates the angle between the light source and this normal; more angle, less light -- just as less light falls on the ground above the Arctic Circle, for instance.
Now, a bump map changes this imaginary line until it is no longer perpendicular. In essentials, it tells the render engine to render part of the bright part of a shaded sphere as if it were on the more shady side of the sphere.
This is oversimplification, tho. For one thing, most programs interpolate surface normals across adjoining polygons to simulate a smooth surface. For another thing, the bump maps work best in the transition area; if you have a black and white bitmap it really won't show any bumps. Try anti-aliasing, or applying a little gaussian blur, before using it in your 3d application.
Are you less confused now? Or more?
(I was just reading the massive picture-book "The Making of Riven." Lots of bump maps used there.)
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everywhere else, it's --
"Nomuse"