Sat Mar 27, 2010 7:16 pm
I know this is a very noobish question but I am hoping to learn something from the more experienced artists here.
The question is basically, how important is using normal maps for materials in architectural visualization? I understand what normal maps do and how they can provide visual detail without additional mesh complexity. I have also read that pros say that every object should always have diffuse, normal and specular maps in order to achieve photo real results.
On the other hand, I see that the 0.1.1 Yafaray does not support tangent normal maps. I know the next release will support it. I may be wrong, but Luxworks may not support normal maps at this time either. So I don't understand why this feature does not seem to have a very high priority.
The only conclusion that I can come up with is that artists use normal maps primarily for games and animation but for photo real architectural visualization, details are done with higher complexity meshes.
My project is a large external scene with many rock walls. I plan to make stills and some animation walk thrus. My dilemma is whether to use displacement in blender--with sky high poly counts or wait for 0.1.2 and a working normal map function.
So please educate me about the virtues (or lack thereof) of normal maps in arch viz.