This page provides information on the Normal Bump Texture.
The VRayNormalMap texture is similar to the standard 3ds Max Normal Bump map, but works on any V-Ray compatible geometry, including V-Ray proxies, displaced objects, etc. In the example shown here, a tiled normal map is used in the Normal map slot.
Normal map – A texture used for normal bump. 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 VRayNormalMap texture assumes that any normal textures are in tangent UV space. The mapping channel that defines that UV space can be specified with the Map channel parameter. 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. This can be swapped with the green G channel using the Swap red and green parameter. The up and down arrows on the corresponding spinner increase or decrease the effect of the map.
Bump map – An additional texture for bump mapping applied on top of the Normal map. The up and down arrows on the corresponding spinner increase or decrease the effect of the map.
Map channel – Defines which UV space to use to derive the tangent space in which the Normal map is interpreted.
Flip red – When enabled, flips the red channel of the Normal map. This is needed for maps produced by some software packages.
Flip green – When enabled, flips the green channel of the Normal map. This is needed for maps produced by some software packages.
Swap red and green – Swaps the red and green channels of the Normal map. Some software packages assume that the green G component of the Normal map is the "up" direction along the surface normal.
Map rotation – Rotates the result VRayNormalMap's tangent coordinates.
- If you wish to use a VRayNormalMap with VRayTriplanarTex in a material, assign the VRayNormalMap to the VRayTriplanarTex's Texture map slot and then use the VRayTriplanarTex in your material. Linking in the other direction is not recommended.