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Map – The texture to use for normal map.

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 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.

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

Map Type – Determines how to read the loaded map:

Bump
Normal Map in Tangent Space
 
Normal Map in Object Space
Normal Map in Screen Space
Normal Map in World Space
From Texture Bump Output
Explicit Normal

MultiplierA multiplier that controls the strength of the bump effect.

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.

Rotation Angle – Specifies a rotation angle for the resulting VRayNormalMap. 

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.

Blue 2 Z Mapping Method When enabled, instead of using the default method, V-Ray maps the blue channel to the Z axis.

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