For details on how the grayscale values of this map can be converted into Phong specular exponents, refer to the help section for the Reflection Blur input of the Result component. If nothing is connected to the Reflection Blur input or it is controlled by a control component, the resulting map is filled with a solid color whose grayscale value is displayed in the map caption. This map is generated by the Reflection Blur subtree of the Result component. Specular Exponent Map renders a grayscale map that encodes the Phong specular exponent for each pixel. If nothing is connected to the Reflectivity input or it is controlled by a control component, the resulting map is filled with a solid color. This map is generated by the Reflectivity subtree of the Result component. Specular Strength Map renders a grayscale map that represents the amount of specular reflection. Filter Forge can generate both DirectX-style and OpenGL-style normal maps, which can be configured in Rendering Options. This map is generated based on the Height subtree of the Result component and is affected by the Surface Height parameter on the Lighting tab. Normal Map renders a color map whose R, G and B channels encode surface normal vectors for each pixel. Unlike the normal map (described below), the bump map is not affected by the Surface Height parameter on the Lighting tab. This map is generated by the Height subtree of the Result component. If nothing is connected to the Surface Color input or it is controlled by a control component, the resulting map is filled with a solid color.īump Map renders a grayscale map that represents the surface height. This map is generated by the Surface Color subtree of the Result component. This menu item is selected by default.ĭiffuse Map renders a color map that represents the surface color. See Filter Forge Editions for more information.įor Simple filters (those with no Lighting tab), only the Alpha map is available:įor Surface filters (those that have the Lighting tab), all maps are available: Since Simple filters are not calculated as 3D surfaces and don't use Lighting, they don't produce diffuse, bump, normal, specular strength and specular exponent maps – these maps are available for Surface filters only.Īll maps in the Render Maps menu are available in the Professional edition of Filter Forge only, except for the alpha map which is available in all editions. The availability of these maps in the menu depends on the filter type – Simple filter or Surface (see Result for details). Examples of these maps are the diffuse map which defines the surface color, the bump map which describes the surface elevation, and the normal map which encodes surface normal vectors used for real-time lighting. ) allows to render special texture maps that can be used to create photorealistic materials in 3D packages or game engines. The Render Maps menu ( Filter > Render Maps >.
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