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Normal Map - Arnold for Houdini

Normal mapping works by replacing the interpolated surface normal with the one evaluated from an RGB texture, where each channel (Red, Green, Blue) corresponds to the X, Y, and Z coordinates of the surface normal. It can be faster than bump mapping since bump mapping requires evaluating the shader underneath at least three times.

normal_map -> standard_surface.normal

Combining bump2d with a normal_map

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