![crazy bump in blender crazy bump in blender](https://windows-cdn.softpedia.com/screenshots/CrazyBump_6.png)
Difference Between Displacement, Bump and Normal Mapĭo you ever hit a bump on the road to mastering textures for your 3D assets? This question is not to let you feel bad. A common use for a transparency map would be a surface that would otherwise be very difficult, or too computationally expensive to duplicate, like a chain-link fence. Same as the Reflection map, the only difference is that it shows which part of a 3D model will be transparent. Reflection maps have a range of grey shades from white to black and with black indicating 0% reflectivity and pure white indicating a 100% reflective surface.
#Crazy bump in blender full
But if a models or designs full part become significantly reflective, a reflection map is usually omitted.
#Crazy bump in blender software
It indicates a software which part of a 3D model will be reflective than other areas. You cannot deny the contribution of bump maps in the modern game industry as games simply could not look the way they do today without bump maps. But a bump mapped plane is more computationally efficient. It is also true that, if you recreate every brick by hand, you can achieve the same effect. To make the brick wall real, bump maps can add the coarse, grainy surface of bricks, and heighten the illusion that the cracks between bricks are receding in space. It happens because a flat plane will never show the same way a brick wall would, as the brick wall has cracks and coarseness. Let’s consider a brick wall, for example, you can map a brick wall on a flat polygon plane but chances are there of not looking convincing after the final stage. There are several bumps or depressions have in a model or design, bump maps help to show a more realistic indication of those bumps or depressions. Bump, Displacement or Normal MapĪ bump map is a little bit complex than the earlier example. Even, different levels of glossiness required between the character’s skin, metal belt buckle, and clothing material. It provides shiny looks to multiple materials used in a game. Specular Maps cannot be avoided while developing a game. Another simple example of specular reflection is the tiny white glimmer in our eyes, just above the pupil. If you’re confused about specular highlights, look for the white reflection on the rim of your coffee mug. Do you know how the name Specular Maps came? If you put a plastic or a ceramic or a metal into a strong light source, you will get the shiny surface of those particles and that shiny area will show you a strong specular highlight. Specular Maps or Gloss Maps shows to the software which area of a model will be shiny or glossy and also helping to identify the magnitude of the glossiness. Except for this map, there are other two maps have and you can avoid those also while creating a 3D design, those are Specular Map and Bump/Displacement/Normal Map.
![crazy bump in blender crazy bump in blender](https://cdna.artstation.com/p/assets/images/images/016/434/980/large/sean-killion-texture-demo.jpg)
This map is required almost every 3D model which contains a character or environment. This is so simple like adding color to a wood surface or so complex to do a color map for an entire game character.Ī color map is an inevitable subject in a production setting. The name gives the definition itself, adding color to the surface of a model is the most obvious part for a texture map. Let’s have a look at the different types of Mapping Color Maps
![crazy bump in blender crazy bump in blender](https://i.ytimg.com/vi/ztrfJWL7Utc/maxresdefault.jpg)
Hence, it is a complex process but different types of mapping such as multi-texturing, mipmaps, and more complex mappings like height mapping, bump mapping, normal mapping, displacement mapping, reflection mapping, specular mapping, occlusion mapping, and many other types on the technique have become possible by following this Texture Mapping method. This method reduces the number of polygons and lighting calculation that requires to create a real and workable 3D model. You can simply map pixels from a texture to a 3D surface by using this method. The method was invented by Edwin Catmull in 1974.
![crazy bump in blender crazy bump in blender](https://i.pinimg.com/originals/2e/1b/3c/2e1b3c045028b22312035bcf060be4bc.jpg)
Texture Map or diffuse map is a process by which the details of high frequency is defined, providing color information or creating surface texture on a computer-generated graphics or 3D model.