59 lines
1.5 KiB
ReStructuredText
59 lines
1.5 KiB
ReStructuredText
.. _bpy.types.ShaderNodeNormalMap:
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***************
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Normal Map Node
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***************
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.. figure:: /images/node-types_ShaderNodeNormalMap.webp
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:align: right
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:alt: Normal Map Node.
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The *Normal Map* node generates a perturbed normal from an RGB normal map image.
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This is usually chained with an *Image Texture* node in the color input,
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to specify the normal map image. For tangent space normal maps,
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the UV coordinates for the image must match,
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and the image texture should be set to *Non-Color* mode to give correct results.
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Inputs
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======
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Strength
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Strength of the normal mapping effect.
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.. figure:: /images/render_shader-nodes_vector_normal-map_strength.jpg
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Strength is set to 0, 0.5, 1, 2 (from left to right).
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Color
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RGB color that encodes the normal map in the specified space.
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Properties
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==========
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Space
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The input RGB color can be in one of three spaces: Tangent, Object and World space.
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Tangent space normal maps are the most common, as they support object transformation and mesh deformations.
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Object space normal maps keep sticking to the surface under object transformations,
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while World normal maps do not.
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UV Map
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Name of the UV map to derive normal mapping tangents from. When chained with an Image Texture node,
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this UV map should be the same as the UV map used to map the texture.
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Outputs
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=======
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Normal
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Normal that can be used as an input to BSDF nodes.
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Example
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=======
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.. figure:: /images/render_shader-nodes_vector_normal-map_example.jpg
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:align: center
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The Normal Map Strength is set to 1.
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