The Geometry Behind Normal Maps

(shlom.dev)

60 points | by betamark 3 hours ago ago

3 comments

  • delta_p_delta_x 4 minutes ago ago

    [delayed]

  • zduoduo 2 hours ago ago

    Great article on tangent spaces! Could you explain how UV distortion affects tangent vector calculation in more detail?

  • gm678 an hour ago ago

    Another great reference on this: https://3dreference.notion.site/Texture-Types-15aef4826bf04d...

    Note that normal maps are still widely used in PBR workflows. The article doesn't mention them, but older renderers tended to use diffuse, specular, normal maps, and modern asset creation typically involves albedo, roughness/smoothness, metalness, and ambient occlusion maps in addition to normal maps for textures.