What we need is some way to inform the lighting system about all the little depth-like details of the surface. We can partly fix the flat look by using a specular map to pretend some surfaces are less lit due to depth or other details, but that's more of a hack than a real solution. The lighting doesn't take any of the small cracks and holes into account and completely ignores the deep stripes between the bricks the surface looks perfectly flat. Below we can see a brick texture applied to a flat surface lit by a point light. ![]() If we were to view such a brick surface in a lit scene the immersion gets easily broken. A brick surface is quite a rough surface and obviously not completely flat: it contains sunken cement stripes and a lot of detailed little holes and cracks. Most real-life surface aren't flat however and exhibit a lot of (bumpy) details.įor instance, take a brick surface. Textures help, but when you take a good close look at the meshes it is still quite easy to see the underlying flat surfaces. We boosted the realism by wrapping 2D textures on these flat triangles, hiding the fact that the polygons are just tiny flat triangles. ![]() Normal Mapping Advanced-Lighting/Normal-MappingĪll of our scenes are filled with meshes, each consisting of hundreds or maybe thousands of triangles.
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