I've watched a video on how the per-pixel lighting rendering is done with unreal.
The video says
1) Build a high res version of the mesh
2) Build a low res version of the same mesh
3) Calculate the difference and create a normal map based on that
4) The normal map is used to texture the low res version of the mesh
Are there any more detailed readings I can take about how this is done?
Thanks
Jack
↧