Difference between revisions of "Detail map"

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A detail map is used to create up-close high-frequency details.
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= Detail Map =
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A detail map is used on an environment model to create up-close high-frequency details. It is combined in the shader with a regular color texture, with a higher amount of UV tiling so it makes smaller pixels, and it fades out at a medium distance to the main texture to hide any tiling artifacts.  
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It is combined in the [[:Category:Shaders|shader]] with a regular texture, except using a higher amount of [[Texture Coordinates|UV tiling]] so it makes smaller pixels. [[Mip Mapping]] allows the detail texture to fade out at a medium distance to hide tiling artifacts.  
  
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Detail maps are often used with [[Diffuse map]]s and/or [[Normal map]]s.
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[[image:Wolfire_DetailMap_none.jpg|frame|left|1. Landscape without any detail textures. Image by [http://blog.wolfire.com/2009/12/Detail-textures Wolfire Games].]]
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[[image:Wolfire_DetailMap_color.jpg|frame|left|2. Landscape with a color detail texture. Image by [http://blog.wolfire.com/2009/12/Detail-textures Wolfire Games].]]
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[[image:Wolfire_DetailMap_color-and-normal.jpg|frame|left|3. Landscape with a color and normalmap detail textures. Image by [http://blog.wolfire.com/2009/12/Detail-textures Wolfire Games].]]<br clear="all"/>
 
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== Tutorials ==
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* [http://forgottenhope.warumdarum.de/tutorials/texturesystem.php Detail color textures in Battlefield 2] - by ''[http://www.davidwahlberg.se/index.php David "Fenring" Wahlberg]''
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* [https://dev.epicgames.com/documentation/en-us/unreal-engine/adding-detail-textures-to-unreal-engine-materials?application_version=5.5 Detail color textures in Unreal Engine] - by ''Epic Games''
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* [http://fenring.bf1942.cl/tutorials/texturesystem.php#detailmaps Detail color textures in Battlefield 2] - by ''[http://www.davidwahlberg.se/index.php David "Fenring" Wahlberg]''
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* [http://24.199.192.22/Two/DetailTexture.html Detail color textures in UnrealEngine2] - by ''Epic Games''
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* [http://wiki.crymod.com/index.php/Sandbox_MaterialEditorRef#Detail_map Detail color and normal map textures in CryEngine2] - by ''Crytek''
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* [http://blog.wolfire.com/2009/12/Detail-textures Detail color and normalmap textures in Overgrowth] - by ''Wolfire Games''
 
* [http://blog.wolfire.com/2009/12/Detail-textures Detail color and normalmap textures in Overgrowth] - by ''Wolfire Games''
* [http://www.gamasutra.com/view/feature/2987/tool_postmortem_climax_brightons_.php?page=2 Multitexturing in MotoGP] - by ''Climax Group''
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* [https://www.gamedeveloper.com/programming/tool-postmortem-climax-brighton-s-supertools Multitexturing in MotoGP] - by ''Climax Group''
* [http://boards.polycount.net/showthread.php?t=53881 Blending methods for detail textures] - from the Polycount forum
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* [https://polycount.com/discussion/180954/alpha-blend-source-destination-matrix Alpha Blend - Source/Destination matrix] - from the Polycount forum
  
 
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[[Category:Texturing]] [[Category:ColorMap]]
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[[Category:TextureTypes]] [[Category:Color map]] [[Category:Bump map]]

Latest revision as of 15:29, 13 December 2024

A detail map is used to create up-close high-frequency details.

It is combined in the shader with a regular texture, except using a higher amount of UV tiling so it makes smaller pixels. Mip Mapping allows the detail texture to fade out at a medium distance to hide tiling artifacts.

Detail maps are often used with Diffuse maps and/or Normal maps.

1. Landscape without any detail textures. Image by Wolfire Games.
2. Landscape with a color detail texture. Image by Wolfire Games.
3. Landscape with a color and normalmap detail textures. Image by Wolfire Games.

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