Refers to a set of three vectors representing vertex normal, binormal, and tangent. These form a set of orthogonal axes where, for a given point on a surface, the normal is perpendicular to the surface, and the binormal and tangent are tangential to it. They may be considered to define a local coordinate system at the vertex, and are particularly useful for surface lighting effects.
Normal maps are textures that store a normal per pixel encoded as a color, converting the components of the normals from the range [-1..1] to [0..255]. These normals are used for per-pixel lighting using the NBT information. This can be used to good effect with low-polygon models to simulate a highly tesselated surface.
Bump maps can be considered similar to normal maps except they only store a height value.
Normals are vectors that usually define the outward pointing perpendicular to a surface. However, they may equally be the inward pointing perpendicular. They may be associated with vertices or polygon faces.
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