[Bf-committers] bump mapping - white is down & black is up???
michael williamson
michaelw at cowtoolsmedia.co.uk
Fri Feb 25 09:50:26 CET 2011
In pretty much everything out there the convention is "white is True,
black is False"...
in most DCC this equates to white being high (a bump) and black being
low(a crevice)...see lightwave, 3ds max, maya and also note that this
is consistent with the displacement map modifier in blender...
On 25/02/11 08:18, Tom M wrote:
> Is there a 'standard' - ie does every other 3d animation package use
> the inverse of what we currently use?
>
> LetterRip
>
> On Thu, Feb 24, 2011 at 10:03 PM, Morten Mikkelsen<mikkelsen7 at gmail.com> wrote:
>> So as you guys most likely know white means down and black means up when
>> bump mapping in Blender
>> which is kinda counter intuitive.
>> However, we recently did a completely new implementation of bump mapping for
>> Blender
>> and I was wondering, since we kept in the original bump mapping methods
>> as available options, is there any good reason why we shouldn't let the new
>> bump mapping
>> method use the more intuitive interpretation which is white is up and black
>> is down?
>> We could just leave the legacy methods the way they are and only change it
>> for the most recent method
>> of bump mapping (was added early this year).
>>
>> Anyway, was just a thought :)
>>
>> Cheers,
>>
>> Morten.
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