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View Full Version : gears team> why are detail normals on everything?



ts_falcon
11-13-2007, 06:05 PM
Hey guys!
First off thanks for all the help around these forums, the support has been great so far. I had a quick question about the usage of detail normals. not really how to use them but why they were used. Looking through a bunch of assets, almost all of them have detail normal maps combines with their custom normals to add small fine detail. I was wondering if this was done only to add fine surface detail or if it was added for a technical reason the only reason i ask is because the detail is fairly unnoticeable until you are right up to it even then its faint. I don't think I ever noticed it in the 360 version. So I was just wondering if there was a technical aspect to it. Also while i pretty much understand how to add them, i was just wondering exactly what the constant 3 vector node does when multiplying them together, they are all set to 1,1,0. is this something that effects the RGB channels when adding the maps together. hope this makes sense. well thanks for any light you could shed on the situation.
Cheers

-=¤willhaven¤=-
11-13-2007, 11:15 PM
The constant vectors correspond to UVW on the texture mapping. Not sure why W would be multiplied to 0, though I have seen W multiplied to increase or decrease how deep a normal appears.

I think detail normals were regularly used because they didn't add many instructions and keep things from becoming a blur fest up close.

ts_falcon
11-13-2007, 11:48 PM
ah cool thanks alot!

gamemasterjustin
11-14-2007, 01:49 AM
also a detail map is one map so if you use it on alot of different assets you get a better normal with less strain on the computer.