Applies a texture-baked Normals map to a material.
This map is typically assigned to the Bump or Displacement component of a material, or both at once. Using the map for Displacement can correct edges that look too smooth, however extra faces are added to the geometry. For more information on Normals maps, see Baked Texture Elements.
When you save a rendered file to be used as a Normal Bump map, make sure to click Data Image. The values in Normal Bump maps do not represent colors and should not be color-managed.
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.