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When do you use a bump map vs a normal map?
I'm confused, I understand they both do the same thing in creating the illusion of there being extra detail, but when should you use a bump map over a normal map, or do you use them together?
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no one uses bump mapping anymore.
normal mapping for game engines. displacement for render engines
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>>544675

Ah right, i thought since it's still even an option in max that it was still relevant
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>>544677
He's full of shit. I've worked in both architectural and product visualization, and some of the best artists in both fields routinely use bump maps.
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>>544694
ill bump your boipussi if you keep talking shit
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bump maps can only create fake bumps in Z axis of the surface (greyscale). normal maps on the other hand, can manipulate not only Z axis, but also X an Y axis since (RGB).
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they do the same thing, provide normal information for pixels on a surface to determine how lighting is received

bump maps are a simple greyscale texture which give some vague definition of height on a surface

normal maps use RGB values to do the same thing but more accurately, where red is light from left to right (x), green is y, blue is z

bump maps are mostly a leftover feature at this point
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>>544694
>>544701
that is correct


if you work in game you're going to use normals most of the times, while in rendering/cinematics displacements and bumps will be the way to go
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>>544711
wait wait wait.

when you say "bump mapping" you mean the same bump mapping that we had in the 1990's or the bump mapping you use in greyscale maps to produce heightmaps and such.
there is a use for each every function
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>>544714
I was referring to the oldschool bump map to create microdetails like surface noise, skin pores, etc - things that are too fine to be properly done via displacement due to a lack of geometry. The two combined (disp + bump) are really powerful. I believe heightmaps are only used in game right? I've never seen that in rendering/cinematics.
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>>544674
Some retard asked me this a while back. You arnt optimizing shit by using a bumpmap instead of normals, most gameengines just convert your bumpmap to a shitty normal map at runtime anyhow.
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>>544716
You really need to put your reading together.

Bump map nowadays = normal maps which means RGB bump map = information to trick the light in order to add surface detail depending on the light angle, the detail are projected by the light, they dont exist phyiscally. There is not the slightliest distinction between the two since greyscale bump maps are just freaking dead, since the 90's.

Displacement map = Height map = subdividing your geometry to a fixed amount you chose prior to your rendering. Waaay better than normal maps in term of quality, and of fucking course you can do skin pores through a displacement map and ditch your NM, but that's going to require a high amount of calculation, hence the NOT USED IN VIDEO GAME ON PS3, because hell yeah, disp are already there in the gaming industry, just set to not fuck up your geometry too much, since he, PS4 games have millions of polygons right now, cause it's the cheapiest thing to render, those vectors. I am not even talking about PC.

People thinking the video game industry still renders on gamecubes.

Pic related, fuck em
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>>545220
game industry need to prone towards optimization.

not gonna buy new gpu every 4 years. all i can afford upgrading is my ram and hd space
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>>545220
>greyscale bump maps are just freaking dead, since the 90's
fuckin lold, they're still used WAY more than you think anon



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