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    Normal Map - Arnold for Maya

    Further Reading
    See Utility Shaders in the Arnold User Guide for the full shader documentation.

    Normal mapping works by replacing the interpolated surface normal by 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

    Parent page: Utility Shaders

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