Table of Contents

This page provides information about the Normal Bump texture in V-Ray for Blender.


Overview



The Normal Bump Map node works on any V-Ray-compatible geometry, including V-Ray proxies, displaced objects, etc.


UI Path: ||V-Ray Node Editor|| > Shader > Add > Textures V-Ray Normal Bump



Node Input Sockets


This section describes the input sockets of the node. The sockets have dedicated parameters, which are further described below.

Bump Tex Color – Specifies the bitmap used for normal mapping.

Bump Tex Float (input socket) – Allows an integer-outputting node to specify the value for normal mapping.

Additional Bump – Allows a separate bump texture to be attached that can add up to the appearance of the texture.

Normal Uvwgen – This slot allows you to connect a Mapping node (UVW Mapping, UWV Randomizer) to adjust the UWVs of the texture.



Properties


Bump Tex Mult – A multiplier that controls the strength of the bump effect. A texture can also be attached to this socket.

Map Type – Determines how to read the loaded map:

Bump Map – Uses a bump map to determine the bump effect of the material.
Normal map in tangent space – Uses a tangent normal map to determine the bump effect on the material.
Normal map in object space – Uses an object space normal map to determine the bump effect on the material.
Normal map in screen space – Uses a screen space normal map to determine the bump effect on the material.
Normal map in world space – Uses a world space normal map to determine the bump effect on the material.
From texture bump output – Uses the texture bump output to determine the bump effect on the material.
Explicit normal 
 Sets the normals to adhere to a specific value rather than being dependent on a face. As a result, any changes made to the position of a face do not affect the normals, which remain unchanged. 

When the Map Type is set to Normal, pay attention to the correct gamma correction of any bitmap texture assigned here. Some software packages generate normal maps that include a 2.2 gamma correction, while other packages generate linear normal maps. The Normal Map node assumes that any normal textures are in Tangent UV Space. The mapping channel that defines that UV space can be specified with the Map Type channel parameter.

When the Map Type is set to Bump, an additional bump mapping texture is applied on top of the Normal map.

Normal Uvwgen Auto – When enabled, the UVW mapping is calculated automatically, ignoring any map connected to the Normal Uvwgen socket.

Maya Compatible – When enabled, the BRDFBump tries to match the Maya bump/normal mapping.

Bump Delta Scale – Scale for sampling the bitmap when using bump mapping. The exact value is calculated automatically by V-Ray, but can be scaled here.

Normal / Bump Map Mult – A multiplier for the texture connected to the Bump Tex Color.

Additional Bump Type – Determines how to read the additional bump map. 

Units – Determines whether the Bump or Normal effect calculations use the Default scene units (Determined in the Scene Properties) or override them and use cm instead.

Blue2Z Mapping Method – When enabled, V-Ray maps the blue channel to the Z axis, which is the default method in V-Ray for Cinema 4D. If disabled, V-Ray assumes that the blue B component is "up" for the Normal map (the direction along the surface normal), which means that the "neutral" color of a Normal map is RGB 128, 128, 255.

Normal Map Rotation Angle – Specifies a rotation angle for the resulting V-Ray Normal Map. 


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