Questions tagged [bump-mapping]

Bump mapping is a technique in computer graphics for simulating bumps and wrinkles on the surface of an object.

Bump mapping is a technique in computer graphics for simulating bumps and wrinkles on the surface of an object. This is achieved by perturbing the surface normals of the object and using the perturbed normal during lighting calculations. The result is an apparently bumpy surface rather than a smooth surface although the surface of the underlying object is not actually changed. Bump mapping was introduced by Blinn in 1978.

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scene loaded via objectloader, bump map not rendering

attempting to apply a bump map to an object loaded, but no change is seen on the material var loader = new THREE.ObjectLoader(); loader.load("../js/brain2.json", function(object) { var mapHeight = new THREE.TextureLoader().load(…
Benlov
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Three js bump mapping

I have created a simple scene in three js (r85). It contains a camera, a light and a plane geometry mesh. I have also created a renderertarget where I render the bumpmap texture of the plane with a ShaderMaterial. In the fragment shader the bump…
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Improve bump map quality in threejs

I have a model with a flat surface where I'm applying a bump map texture to draw and put some text on it. The code I'm using is this: loadedMesh.material.bumpMap = new THREE.Texture(canvas); loadedMesh.material.bumpScale =…
Andres
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GLSL Bump Mapping Point Light

Recognize any logic errors? Any suggestions to improve this code or to enhance the results? Image: Before & After Video: Short video demonstrating current bump mapping results! The normal and tangent vectors being sent to the vertex shader are…
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Changing settings of normal map intensity

i currently have an issue with the correct view of my Normal map in three.js. It looks like shown in the attachment. I think it is a problem with the setting of the normal-map intensity. Is there a way to differentiate between normal- and bump-map…
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Bump Mapping black fragments

Currently i try to implement Bump Mapping for my OpenGL Project. The Problem is that same parts of my cube is black. Like shown in this picture : I am almost certain that i just dont understand how the shaders works, so i used the shader from…
greedsin
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Three.js ColladaLoader bumpScale/weighting? Way to adjust bump map intensity

In the current ColladaLoader.js I don't see anything that reads or applies the Collada standard's "weighting" value (0.0-1.0) that indicates bump intensity or "bumpScale" in Three.js Phong material. I noticed that when I export my collada from…
BoeroBoy
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How do I create an Object-Space normal map from a height map?

I'm able to convert my existing height-map into a normal map by sampling the surrounding pixels, like in this question Generating a normal map from a height map? except I'm doing it on CPU. I have a sphere that I want to normal map in object-space.…
NeomerArcana
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What is the difference between a World Space Normal VS a Tangent Space Normal?

Figured I'd ask to get a great detailed explanation on what is the difference between a tangent space vs world space normal. Also please include any pros and cons to either or if possible. mainly just getting a deeper understanding as I dive more…
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Is there a "standard" extension to the .mtl format which allows specular, normal or parallel maps?

Reading about the MTL material format commonly used with the Wavefront OBJ format, I discovered that it doesn't support additional features like specular mapping, parallel mapping, bump mapping, etc. I'm wondering, is there a commonly used extension…
jmite
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Tangent Space, Tangent / Binormal Calculation

I have the following code to calculate the tangents , bitangents. And I can successfully render some mesh examples using normal mapping. I have an issue with a particular mesh, that it calculates the tangent colineal with the normal. Any help will…
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Vertex world position in glsl, JOGL

so i've been trying to implement bump mapping for some time and i have it working in some way. So it renders the texture and shadowing correct but does not change as the light source moves around I determined that it applies the light source moving…
Johandre
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Bump mapping with GLSL

I'm trying to implement bump mapping but I don't know where is the problem, the shaders seems to be ok. I'm pretty sure the normals, tangents and bitangets are well computed and the problem is in the shader but if anyone wants to look other parts of…
Tolokobcn
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How to perturbate surface normal from height map

I'm working on a bumpmapping implementation in my own 3D tracer. And to be really short - I want this result: I've been reading pages and pages about bumpmapping, heightmaps, normal maps, ... and I think I understand most of the subject, the…
nachtwezen
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GLSL Normal Mapping (Areas With 0.0 Lambert Gets Lit)

when i use the model's normal , the result is fine ( there are dark areas and lit areas , as i would expect from a simple lambert diffuse shader ) but when i use a normal map , the dark areas gets lit! i want to use a normal map and still get…
Darko
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