From the course: 3D Content Creation for Virtual Reality
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Geometry vs. normal mapping - Maya Tutorial
From the course: 3D Content Creation for Virtual Reality
Geometry vs. normal mapping
- [Voiceover] When viewing normal maps on objects in virtual reality you'll notice that they do not have the impact that they might have had in non-virtual reality media. Normal mapping does not take into consideration parallax or for that matter two cameras in a stereo view. Because of this normal maps will often come out looking quite flat when viewed with a virtual reality device. However that doesn't mean you shouldn't use, or you won't use normal maps. There's still a lot of good reasons for using them for things, you know in the distance or maybe more subtle effects. Now there are more advanced ways to handle details by mapping in VR. Things like parallax mapping, you know advanced shaders like that. Or even tessellation shader displacement. And those can provide more accurate depth or 3D displacement as you approach an object and it's actually displacing the mesh and subdividing that mesh or tessellating it to provide the overall desired affect. The most commonly normal maps in…
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Contents
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VR asset modeling2m 56s
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Setting the scene: Real world scale15m 29s
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Building efficient models8m 20s
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Effective texturing11m 21s
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Exporting and ideal file formats for VR4m 41s
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Quality testing in VR10m 8s
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Geometry vs. normal mapping3m 54s
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