L3DT documentation
Large 3D terrain generator

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l3dt:userguide:ops:tn [2017/08/31 06:48] (current)
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 +====== Terrain normals operations ======
  
 +===== Generating the normals map =====
 +
 +The [[l3dt:reference:maps:tn|normals map]] is required to calculate the [[l3dt:reference:maps:lm|light map]]. To calculate the normals, click on the '//Operations->Terrain normals->Generate map//' option in the menu. This operation will invalidate the light map and [[l3dt:reference:maps:tx|texture map]], and will only be greyed-out if no [[l3dt:reference:maps:hf|heightfield]] is loaded.
 +
 +==== The 'normal mapping' wizard ====
 +
 +If you are using //L3DT Professional//, you get hit with an extra wizard pane for normal mapping:
 +
 +{{ :l3dt:userguide:wizards:normals.png |:l3dt:userguide:wizards:normals.png}}
 +
 +The controls are as follows:
 +
 +=== Apply bump-mapping ===
 +
 +With //apply bump mapping// enabled, L3DT will combine the bump maps of the land types in the [[:l3dt:reference:maps:am|attributes map]] directly with the terrain normal map. 
 +
 +This option is usually //not// enabled. Instead, bump-mapping is typically applied procedurally during the light-mapping calculation (via the [[l3dt:userguide:wizards:lightmap2|light-mapping wizard]]), as this provides the maximum bump-mapping detail. 
 +
 +However, if you wish to do your own light-mapping in another program (e.g. in a 3D renderer), then you might want to use this option to take advantage of L3DT's bump-mapping routine.
 +
 +===Generate tangent-space bump map ===
 +
 +This option will generate a second terrain normals map layer, called "TN-Tangent", which contains the terrain normal vectors in the heightfield tangent space. These tangent space normal maps are not used in L3DT, but may be useful in some game engines / renderers. 
 +
 +=== Make high-res terrain normals ===
 +
 +The //make high-res terrain normals// option allows you to generate the normal map at a higher resolution than the heightfield. The desired ratio of the normals map size to the heightfield size is given by the //TN/HF ratio//.
 +
 +This option is normally used when applying bump-mapping to the normals map for lighting/rendering in another program (see above). High-res normals are not required in L3DT, as they are generated procedurally when making the light map.
 +
 +=== Split map into tiles ===
 +
 +The //split map into tiles// option allows you to split the normal map into a //[[l3dt:algorithms:mosaics|mosaic map]]//, which reduces the amount of RAM used during calculations. The side-length of each tile (which are always square) is given by the //tile size// number. Large values increase your RAM-load, whilst smaller values increase your disk read/write load. A value of 512 is typical.
 
l3dt/userguide/ops/tn.txt · Last modified: 2017/08/31 06:48 (external edit)
 
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