Are there any pros and cons of normal mapping besides reducing the poly count? Do normal maps really bring out the details as good as high poly models? How does dynamic lightning and shadows interact with normal mapped objects?
I am new to blender it would really help out if someone can shed some light on this.
Thanks!
Hi, depends on what you are working on…
Applying textures as ‘normals’ is very effective in performance (and sometimes in the final look) in opposite to a high poly object.
If you are working on a ultra-high-detail-near-reality project then you might want to build the object with physical details - example: in a close-up on a seashell your work will be much better if you model the shell growing stripe marks. Or, if you have a small pond in your scene with some water displacement naturally caused by the wind.
In all other cases you will benefit if you opt by using ‘normals’ - as long as the expected result is achieved! In a concrete wall I always use texture mappings for adding small relief and a realistic touch, as for stones, fabric and anything that needs some bump - this applies only if the details are not seen too close or (very important!) the light settings don’t mess with it.
USING NORMAL MAPPING (BUMP)
Pros: Effectiveness in render time and less modelling detail.
Cons: Very disappointing when used in close-ups or zoom to the object. Less realistic. Doesn’t always work perfectly with the light settings.
USING HIGH DETAIL MODEL
Pros: Realistic look. Light is more accurate interacting with the object.
Cons: More rendering time. More work on modelling the details.
In essence, a Normal map is traditionally superior to a bumpmap when it comes to rendering out the illusion of detail on an object (due to its RGB-based data which also leads to the con of limited mixing possibilities).
However, the Cycles engine in 2.68 has added functionality for the bump node that by default means your greyscale maps will now be a lot closer to a Normal Map in terms of quality.
normal bumps maps work mainly in front view which depends how the map was done
so 3D effect is function of camera angle
also these fakes bumps do not create shadows from light sources!
these fake bumps must also be small
large bumps must be created on the mesh itself or use a displacement map
but it can help to make a model more realist in some cases!
hope it helps
happy cycles
Normal maps will be visible on steeper angles too, but if it’s big enough then you will definitely notice that it doesn’t produce actual geometry.
Also, the bumpmap implementations in a lot of physically-based render engines require a bit of directional light or a glossy component for the engine to produce it with clear visibility, but this is another thing that the bump node’s new ‘distance’ option in 2.68 improves on (which would arguably make the implementation in Cycles a bit better now than say, Luxrender).