Howto:Use the normal map effect in aircraft: Difference between revisions

Line 70: Line 70:
==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.