The Normal Bump map lets you use a texture-baked Normals map (see Baked Texture Elements). Typically you assign it to a material's Bump component, Displacement component, or both. Using the map for Displacement can correct edges that otherwise look unrealistically smooth; however, this adds faces to the geometry.
When you manually save a file to be used as a Normal Bump map, be sure to choose Gamma Override, and set the Override value to 1.0 (no gamma correction). Normal Bump maps save calculated values that are precise, and visual correction is not needed.
Use the toggle to enable or disable use of the map (default=on). Use the spinner to increase or decrease the map's effect.
Use the toggle to enable or disable use of the map (default=on). Use the spinner to increase or decrease the map's effect.
By default, the Normals map's red channel indicates left (larger values) versus right (smaller values), while green indicates down (larger values) versus up (smaller values), and blue indicates vertical distance. The controls in this group let you adjust that interpretation.
For example, if the normal is (228,178, 255), the normal points in the direction of 2 o’clock. Swapping Red and Green results in a normal of (178, 228, 255), which points in the direction of 1 o’clock.
The Method group lets you choose which coordinate to use on the normals. These controls are the same as those in the Projection Options dialog.
This is the method to use for objects that both move and deform, such as animated characters.
This method can be used for stationary or moving objects, but not for objects that deform: If the object deforms, the projection will appear incorrect at some frames.
This method is useful mainly for stationary objects seen only from a single angle; for example, a statue seen through a window.
This is useful mainly for objects that don't move or deform; otherwise, a moving object with world-projected normals will appear to “swim” through the texture.