Normal map shader¶

From left to right : original material without normal shader, normal vector field image, material with the normal map shader¶
This shader alters the surface normal based on an image giving the normal vector in tangent
space coordinates. As the tangent space uses the surface normal as z base vector, this means that a uniform
normal map image with (0,0,1) values will be neutral and have no effect. The normal coordinates must be encoded
to RGB values using the following convention:
Red(0 to 1) maps to X or “tangent” (1.0 to -1.0)
Green(0 to 1) maps to Y or “bitangent” (-1.0 to 1.0)
Blue(0 to 1) maps to Z or “normal” (-1.0 to 0.0)
The inversion of the red channel is there for compatibility with standard normal map software, which mostly use “Y-top” left-handed base, while Ocean uses “Z-top” right-handed base.
Children Nodes¶
The normal vector field map image |
Parameters¶
name |
type |
description |
---|---|---|
uvscale |
real |
The UV coordinates scaling factor. Scales the texture spatially over the geometry |
multiplier |
real |
A factor for increasing or decreasing the amplitude |
Ocean XML 6.1 example¶
<normalshader type="normalmap" name="bricks" uvscale="5" multiplier="0.5">
<image type="file" name="image" path="bricks.jpg"/>
</normalshader>