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gamedev:textureproperties:normal_strength [2019/05/09 08:33] – removed dragonlord | gamedev:textureproperties:normal_strength [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord | ||
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+ | {{tag> | ||
+ | <WRAP youarehere> | ||
+ | [[: | ||
+ | </ | ||
+ | |||
+ | ====== Skin Texture Property: normal.strength ====== | ||
+ | Defines the strength of the influence of the normal texture property. | ||
+ | |||
+ | |Excepted Data Source|1 component value| | ||
+ | |Data Range|0 to 1. above or below for special effects| | ||
+ | |Default Value|1| | ||
+ | |Affected Modules|Graphic, | ||
+ | |Linked Properties|[[gamedev: | ||
+ | |||
+ | ====== Description ====== | ||
+ | |||
+ | The **normal.strength** texture property is linked to the **[[gamedev: | ||
+ | normal map with the real geometry normal. This allows to use the full image resolution for normal map details where subtle normal map effects are desired without producing artifacts. This can be used for example for a window having a slight normal perturbance effect. Storing the normal map with such a subtle strength results in ugly artifacts due to the 8-bit resolution not being used. Using this texture property the normal map can be stored at full strength but the effect reduced to the desired level. Furthermore this can also be used to create dynamic normal map effects without the need for a dynamic normal map property. This texture property is also useful to share normal maps across different materials using different strength. | ||
+ | |||
+ | The value is typically a single component value with the data in the range from 0 to 1. 0 represents 0% influence of the **[[gamedev: | ||
+ | |||
+ | The default value for this texture property is 1. | ||
+ | |||
+ | ====== Examples ====== | ||
+ | |||
+ | <WRAP center 100%> | ||
+ | <WRAP center box 500px> | ||
+ | {{ : | ||
+ | <WRAP centeralign> | ||
+ | </ | ||
+ | </ | ||