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	<id>https://wiki.luxcorerender.org/index.php?action=history&amp;feed=atom&amp;title=Bump_and_Displacement</id>
	<title>Bump and Displacement - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.luxcorerender.org/index.php?action=history&amp;feed=atom&amp;title=Bump_and_Displacement"/>
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	<updated>2026-05-03T06:51:24Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=Bump_and_Displacement&amp;diff=54&amp;oldid=prev</id>
		<title>Byob: /* Normal Maps */ fixed wrong description of normal maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=Bump_and_Displacement&amp;diff=54&amp;oldid=prev"/>
		<updated>2017-12-03T19:45:53Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Normal Maps: &lt;/span&gt; fixed wrong description of normal maps&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:45, 3 December 2017&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l17&quot;&gt;Line 17:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 17:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Normal Maps===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Normal Maps===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Normal maps are a more advanced version of bump maps that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can push &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fake surface in any direction instead &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;simply up and down like a bump map can&lt;/del&gt;. Normal maps in LuxCoreRender are used by attaching &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a special &quot;normal map&quot; &lt;/del&gt;texture to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bump &lt;/del&gt;mapping channel&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. When using a baked normal map (such as from a hi-res sculpted mesh) you should enable the &quot;generate tangents&quot; option for that mesh&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Normal maps are a more advanced version of bump maps that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;contain not &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;elevation, but the complete XYZ coordinates &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the normal&lt;/ins&gt;. Normal maps in LuxCoreRender are used by attaching &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;any &lt;/ins&gt;texture to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;normal &lt;/ins&gt;mapping channel.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Currently, LuxCoreRender only supports tangent space normal maps.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Currently, LuxCoreRender only supports tangent space normal maps.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=Bump_and_Displacement&amp;diff=53&amp;oldid=prev</id>
		<title>Piita: Created page with &quot;For adding surface detail to your models, LuxCoreRender supports bump maps and normal maps.  When using these features, it is important to remember the units that LuxCoreRende...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=Bump_and_Displacement&amp;diff=53&amp;oldid=prev"/>
		<updated>2017-12-03T18:57:06Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;For adding surface detail to your models, LuxCoreRender supports bump maps and normal maps.  When using these features, it is important to remember the units that LuxCoreRende...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;For adding surface detail to your models, LuxCoreRender supports bump maps and normal maps.&lt;br /&gt;
&lt;br /&gt;
When using these features, it is important to remember the units that LuxCoreRender uses. 1 unit in LuxCoreRender equals one meter. So if you want a fairly small bump, use amounts like 0.01 or even 0.001 to start out. And this of course depends on the brightness of the image map you use for bump. &lt;br /&gt;
&lt;br /&gt;
Bump and displacement maps use just the brightness of a texture, not the color value. It&amp;#039;s recommended to use a grey-scale texture so you can see the actual difference in height across the texture. You can use a colored texture too but LuxCoreRender will convert it to a grey-scale texture anyway and it can be difficult to see the difference in height in a colored texture. A colored texture with a wild pattern can look completely flat(no bump) when converted to grey-scale. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bump Maps===&lt;br /&gt;
&lt;br /&gt;
Bump mapping is the process of locally redefining surface shading based on a texture, without changing the actual geometry. This way, one can create a lot of surface detail without using unnecessarily complex models.&lt;br /&gt;
&lt;br /&gt;
Bump mapping is essentially &amp;quot;free&amp;quot; from a memory and performance standpoint, but since it does not actually affect the surface geometry, it&amp;#039;s only suited to fine details. Otherwise it can look obviously smooth and fake when viewed at an angle.&lt;br /&gt;
&lt;br /&gt;
When using a bump map with a positive bump strength, the average color of the surface represents the base surface; any lighter shade will be considered a protrusion and any darker shade represents an indentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Normal Maps===&lt;br /&gt;
&lt;br /&gt;
Normal maps are a more advanced version of bump maps that can push the fake surface in any direction instead of simply up and down like a bump map can. Normal maps in LuxCoreRender are used by attaching a special &amp;quot;normal map&amp;quot; texture to the bump mapping channel. When using a baked normal map (such as from a hi-res sculpted mesh) you should enable the &amp;quot;generate tangents&amp;quot; option for that mesh.&lt;br /&gt;
&lt;br /&gt;
Currently, LuxCoreRender only supports tangent space normal maps.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Normal_mapping|Normal Mapping]]&lt;br /&gt;
&lt;br /&gt;
===Displacement===&lt;br /&gt;
&lt;br /&gt;
Not yet supported by LuxCoreRender.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
[[Loopsubdivision|Displacement]] is similar to bump mapping, however it modifies an object&amp;#039;s actual surface geometry based on a texture. Optionally, the object surface can be subdivided, resulting in a more detailed shape.&lt;br /&gt;
&lt;br /&gt;
The distance units for displacement are identical to the ones used for bump mapping, where 1 unit is equal to 1 meter. It is best to start off with small values.&lt;br /&gt;
&lt;br /&gt;
Since displacement normally requires a very high level of subdivison, it can increase RAM usage correspondingly. If this is a problem, microdisplacement can be used instead.&lt;br /&gt;
&lt;br /&gt;
===Microdisplacement===&lt;br /&gt;
&lt;br /&gt;
[[Microdisplacement]] is a method of displacing the surface on the fly, as the ray intersects it. This removes the need to pre-subdivide the mesh and store all the extra polygons in RAM, however it means part of the displacement calculation must be performed every time a ray strikes the surface. This can reduce performance, sometimes drastically if a high subdivision level is used. Microdisplacement subdivision works differently from the normal loop subdivision used for regularly displacement or smoothing out meshes. You will need more levels, such as 5-20 or more, to get a proper effect.&lt;br /&gt;
&lt;br /&gt;
[[Image:Micro_displacement_monkey.jpg|360px]]&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Piita</name></author>
	</entry>
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