Wassup folks, coming at you with another gamedev tip.
"Why are normal maps blue?"
Normal maps are blue because, within the visible spectrum of light, blue is closest to ultaviolets (UVs) light, and your UVs go on top of your normal map (purples) so it makes sense they're next to each other
"Why are normal maps blue?"
Normal maps are blue because, within the visible spectrum of light, blue is closest to ultaviolets (UVs) light, and your UVs go on top of your normal map (purples) so it makes sense they're next to each other
Comments
The reason is that they stem from Jim Blinn’s seminal paper “Simulation of Wrinkled Surfaces”, and, as everyone knows, getting wrinkles as you get older naturally makes you feel sad and, ergo, “gives you the blues”.
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There are big boys Normals 🧐
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...I can't find any flaws with your reasoning. You must be right!
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Danniffer is a titan among us - the very best of game developies.
while the range of colors you see in normal maps are within the visible light spectrum, when used in shaders they are unpacked into actual UV light, so that they don't interfere with visible light
>Unormals your map