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Both methods of production result in a 'normalised' image, similar to the ones shown below, an image that will 'displace' on screen pixels in such a way as to create the visual illusion of surface depth in a game.
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Here's why.Ī normal or parallax map can be produce in one of two ways by rendering out a high resolution 3D model to 2D or by converting flat 2D artwork into a normal map by using a 3rd party program or photo editing 'filter'. What's the difference between 'parallax' and 'normal' maps? ^Īside from the pixel and vertex programs used by the game engine to render textures to screen, generally speaking, nothing. For more information on this search the Internet for technical papers covering the subject. that conform to technical papers on the subject) do something called 'self occlusion' - amongst other things - which Oblivion's parallax maps do not do. IMPORTANT: keep in mind that this article aims to discuss 'normal' and 'parallax' maps in relation to game engines, which may not implement the actual technology fully or use terminology that's not 100% technically correct - for instance, 'proper' parallax maps (i.e.
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It won't being using any heavy mathematical explanations as that can be found elsewhere on the InterWeb, and we won't necessarily be looking at how to make a parallax map. This tutorial then, runs through the background of what parallax mapping is and how it differs from normal mapping.
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