Hey Aidan,

I'm no guru on this, but a normal map is a texture that defines a
surface normal via color.
A surface normal is the vector (a three dimensional direction) that
points away from a surface. In rendering you use this vector to
evaluate how much light any given area on an object reflects, and in
which direction. By mapping a normal map to a surface you can
artificially influence these normal vectors, and thus give an object a
lot more detail in the rendering phase, that is not really there in
geometry. Thus it renders fairly quickly, too. I may be wrong on this,
but to me a normal map is a shortcut from a displacement map, since
the later must be evaluated to generate normals, while the first
already defines them by itself...
hope that helped explain this technology some more.

Daniel

On 6/4/07, Aidan O Driscoll <[EMAIL PROTECTED]> wrote:
AND - Just came across this:

http://sv3.3dbuzz.com/vbforum/showthread.php?s=&threadid=77037


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