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Math behind Cubemaps and Normals (and how redo it manually?)

polycounter lvl 12
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Ace-Angel polycounter lvl 12
Heya to all,

A silly question, I'm sure, but I was wondering if anyone could explain to me the 'math' behind a cubemap and a normal and how they would work, but also, how would one go about 'declaring' them manually, or reconstructing them back?

Here is an example of what I mean:

-I'm using an engine.
-When I import my cubemaps in the engine, I have to import them one by one per each face, and 'stitch' them manually in the engine.
-After that, I declaring them as a cubemap post stitch.
-I would like to import my cubemap as a traditional texture (EI: open box or centipede) and use that instead.
-I would like to manually declare the reflection of my cubemap, from scratch, so I can use the open box texture as one texture.

About the Normal Maps:

-I'm using an engine.
-I would like to import my Normal Map as a default texture (not compressed nor declared for now)
-I would like to manually declare my texture as a Normal Map, from scratch.

So yep, I'm pretty sure I cannot do any of that stuff in an engine material, but if anyone could prove me wrong, I would be delighted!

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