They have normals >_>.
Kind of, Normal maps are more complex.
A quick google brought this up:
- Bumpmaps:
Single axis hieght information maps that the renderer can use to "shade"
the surface it is applied to. (1D Bump Maps). The hieght info is usually
stored as a grey scale 8 or 16 bits per pixel image file where the low
values (black) represent the low areas (valleys) and the high vlaues
(white) are used to represent the the high areas (peeks).- Normalmaps:
Three axis hieght information maps that the renderer can use to "shade"
the surface it is applied to. (3D Bump Maps). The X, Y, or Z axis specific
hieght info is usually stored as a 8 or 16 bits per pixel color image file
where the low values for the x axis (black) represent the low areas
(x-axis-dents) and the high vlaues (RED) are used to represent the
high areas (x-axis-protrusions). Green is used for the y axis in the
same way and blue for the z axis. Because normal maps contain
hieght information for all three axis (x, y, z) it is posible to discribe
a complete 360 degree curvature on all 3 axis in the shaded surface.
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