Art Blos wrote:Is it possible to use bump or normal maps simultaneously with a 3D-model? My attempts were unsuccessful.
![Sad :sad:](./images/smilies/smile_sad.gif)
Yes it is possible to use a normal map on a cmod model in Celestia. Bump maps won't work. It is quite a difficult process, I discussed the matter on this topic:
https://celestia.space/forum/viewtopic.php?f=30&t=17471Art Blos wrote:When used parameter "SemiAxes", the rings become oval.
This gave me quite the laughs when I tried it
![Mr. Green :biggrin:](./images/smilies/smile_biggrin.gif)
maybe this should be something to be fixed in 1.7.
john71 wrote:specular maps are the the closest thing to a "real" normal map for a 3D object...
What have specular map to do with the matter?
![Eh :eh:](./images/smilies/smile_eh.gif)
Illusion or not, normal maps give quite good results for objects that are relatively round, like planets and the larger dwarf planets.
If the normal map is purely fictional (maybe you are talking about Snowfalls'?) then the best way would be to use an ellipsoid model without topography and apply a normal map to it. The model needs to be a UV-mapped cmod.
Put it and the normal map in a folder where Celestia would expect it, so the mesh in a "models" folder and the normamap and texture in a "textures/medres" folder within the same parent directory. You have to open the cmod in cmodview, then do "Operations/Generate Tangents" and "Operations/Uniquify Vertices". Select the model, in the menue on the right you can now select the normal map and the surface texture. Make sure that all the textures you are using in conjunction (the regular texture map AND the normal map) are in png format, otherwise it won't work. Also the ssc file should not overwrite any textures, it has to be defined within the cmod materials.
Here is Ceres as an example: