I've started using that 'CrazyBump' program, the normal maps are excellent, I would say the Nvidia one is more subtle. To get the best of both worlds I layer the Nvidia map over the crazybump.
My question is What is a displacement map and what is an occlusion map, and can the Doom engine use these?
plus: quote form BloodRayne fog tutorial
'For this we first make a light which has the following shader, make *sure* that this shader has an alpha channel. '
How do I do this?
kensaundm31 wrote:
I've started using that 'CrazyBump' program, the normal maps are excellent, I would say the Nvidia one is more subtle. To get the best of both worlds I layer the Nvidia map over the crazybump.
My question is What is a displacement map and what is an occlusion map, and can the Doom engine use these?
plus: quote form BloodRayne fog tutorial
'For this we first make a light which has the following shader, make *sure* that this shader has an alpha channel. '
How do I do this?
You cannot use displacement- and occlusion maps. Doom3 accepts a normal map and an additional traditional bumpmap for further surface detailing (typically to add surface roughness...).
Alpha channels you usually add / edit in a 2D software like the free GIMP or the ubiquitous industry standard software Adobe Photoshop (to name two).