Normal (CineRender Surface Channel)

Bump mapping uses a grayscale bitmap to generate height data.
Normal mapping uses an RGB texture with coded Normal orientation (the Normals can be oriented in various directions).
Tangent: The most common method. The Normal orientation is defined with respect to the underlying surface. Such textures can be identified by their mostly light blue or light green coloring; these are the areas in which the Normals are oriented perpendicularly to the surface.
Object: Uses the object’s coordinate system to code Normal orientation. Such textures emit, for the most part, in all colors of the rainbow.
World: Uses the world coordinate system to code Normal orientation. These textures emit in all colors of the rainbow as well.
Note: The Normalizer shader uses Tangents.
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