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private:infinimap2017:infinimap_normal_mapper [2017/05/09 13:39] – lightwolf | infinimap2018:infinimap_normal_mapper [2017/12/27 10:41] (current) – ↷ Links adapted because of a move operation lightwolf | ||
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====== infiniMap Normal Mapper Node ====== | ====== infiniMap Normal Mapper Node ====== | ||
+ | {{ infinimap2018: | ||
The Normal Mapper Node has been designed for image maps that contain normals. | The Normal Mapper Node has been designed for image maps that contain normals. | ||
- | Normal maps basically store a direction vector. That's three components, X,Y and Z, each ranging from -1 to 1. | + | Normal maps basically store a direction vector. That's three components, X,Y and Z, each ranging from -1 to 1 for a floating point image. |
They are used to bend the surface normal when shading, resulting in a relief like change of the shading that is very similar to the effects of a bump map (( A bump map is more or less a simplified variant of a normal map. When rendering, normals are derived from the bump map. )). | They are used to bend the surface normal when shading, resulting in a relief like change of the shading that is very similar to the effects of a bump map (( A bump map is more or less a simplified variant of a normal map. When rendering, normals are derived from the bump map. )). | ||
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These controls allow you to assign any of the channels present in the current infiniMap image to be used as X, Y or Z. You can also selectively invert the directions on a per channel basis. | These controls allow you to assign any of the channels present in the current infiniMap image to be used as X, Y or Z. You can also selectively invert the directions on a per channel basis. | ||
===== Normal Origin, Normal Scale ===== | ===== Normal Origin, Normal Scale ===== | ||
+ | {{ infinimap2018: | ||
Since most image formats don't handle negative numbers, those values are stored in a range from 0 to 1 (or 0 to 255 in 8-bit pixel terms). | Since most image formats don't handle negative numbers, those values are stored in a range from 0 to 1 (or 0 to 255 in 8-bit pixel terms). | ||