Bumpmaps
Surface Normals
– a vector normal (perpendicular) to a point on a surface -
http://en.wikipedia.org/wiki/Surface_normal
The Surface Normal
decides the reflected direction of any light source and therefore the
position of highlights and shadows.
The normals on a smooth, though not necessarily
flat surface, stay normal to the surface.
The normals on a textured surface point all over
the place to follow the tiny surfaces which generate the texture, this
in turn changes the reflected direction of the any light and is why we
perceive a textured surface.
In 3D modelling, and
therefore in rendering, we do not try and model a textured surface, we
imitate it using Bumpmaps. The bumpmap
is a representation of the texture which adjusts the normals across the
surface. When the renderer calculates the lighting this gives the
impression of the texture through the highlights and shadows.
Bumpmaps are commonly a simple grayscale image.
The surface normals on the uniform surface are distorted gradually from
the light to the dark areas of the image.
Bumpmaps can be found in various places or you can
experiment with creating your own in PhotoShop
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