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gamedev:textureproperties:height [2012/12/01 18:41] – dragonlord | gamedev:textureproperties:height [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord | ||
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+ | {{tag> | ||
<WRAP youarehere> | <WRAP youarehere> | ||
- | [[: | + | [[: |
</ | </ | ||
- | <WRAP boxheader> | + | ====== |
- | ====== | + | |
- | </ | + | Defines the height of surface points. |
- | <WRAP boxcontent> | + | |
- | |Texture Property Name|height| | + | |
- | |Description|Defines the height of surface points| | + | |
|Excepted Data Source|1 component image| | |Excepted Data Source|1 component image| | ||
|Data Range|0 to 1| | |Data Range|0 to 1| | ||
|Default Value|0.5| | |Default Value|0.5| | ||
|Affected Modules|Graphic| | |Affected Modules|Graphic| | ||
- | |Linked Properties|[[gamedev: | + | |Linked Properties|[[gamedev: |
- | </ | + | |
====== Description ====== | ====== Description ====== | ||
+ | |||
The **height** texture property defines the height of the surface. This allows Graphic Modules to improve lighting by taking small scale elevations on the surface into account. | The **height** texture property defines the height of the surface. This allows Graphic Modules to improve lighting by taking small scale elevations on the surface into account. | ||
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+ | This is also a special texture property similar to the normal map one but this time the height of a surface relative to the mesh surface is stored. This height can be used for different purpose depending on the graphic module used. One usage is to derive a normal map from the height difference. Another usage is to dynamically increase the detail level of a mesh. The new vertices are then offset using this height. Terrain meshes can also use this height information to provide LODing (level of detail reduction over distance). | ||
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+ | A value of 0.5 indicates no surface height alteration. Values below 0.5 indicate a dent in a surface while values above 0.5 indicate a bump in a surface. The strength and offset of the height alteration can be set using the [[gamedev: | ||
The source is typically an 8 bit image with 1 color components inside the range from 0 to 1. 0 represents a point located at the lowest point underneath the surface. 0.5 represents a point on the surface. 1 represents a point located at the highest point above the surface. Using high definition range images values beyond can be used as well. | The source is typically an 8 bit image with 1 color components inside the range from 0 to 1. 0 represents a point located at the lowest point underneath the surface. 0.5 represents a point on the surface. 1 represents a point located at the highest point above the surface. Using high definition range images values beyond can be used as well. | ||
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====== Examples ====== | ====== Examples ====== | ||
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( TODO: example image ) | ( TODO: example image ) |