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==Final Notes== | ==Final Notes== | ||
* The normal map uses the same texture coordinates as the original texture. However, the normal map does not need to be the same dimensions, so you can use a smaller or larger normal map if you need to. | * The normal map uses the same texture coordinates as the original texture. However, the normal map does not need to be the same dimensions, so you can use a smaller or larger normal map if you need to. | ||
* You'll need to define a different Effect for each normal map you use. Effectively this means that if you have two objects using different textures, they will need separate effects. | * You'll need to define a different Effect for each normal map you use. Effectively this means that if you have two objects using different textures, they will need separate effects. | ||
* The bumpspec.eff Effect uses the alpha (transparency) channel on the normal map to set specularity of the point (e.g. shininess). This can be used to make raised parts shiny. | * The bumpspec.eff Effect uses the alpha (transparency) channel on the normal map to set specularity of the point (e.g. shininess). This can be used to make raised parts shiny. | ||
* If you find that the effect is too pronounced, try varying the scaling in the normalmap filter. 0.1 seems to work well for "rivet" effects. |