Archived

This topic is now archived and is closed to further replies.

solid texture bump mapping

This topic is 5310 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I''m wondering about this thing... Ken Perlin has that bump-mapped sphere on his website. If anyone has been there, it''s the black and gold one, with the color coinciding with the normal perturbation. Black is 0 height, gold is 1 height, above the surface of the sphere. Anyway, he said he used a height field-type function to make it. I was wondering how you would do that for an implicit surface. I know how to do bump mapping, from a height map, on a plane, that''s easy. What I want to do is have H(x,y,z) and use that for a sphere. The problem comes in when you try to find the normal gradient, which is normally very easy. I thought about using three different functions X(x,y,z), Y(x,y,z), Z(x,y,z) for normal displacement, but I can''t because I need to have only one function. Does anyone know how to do this?

Share this post


Link to post
Share on other sites