Normal Map - Arnold for Maya
Further Reading |
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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