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Table of Contents

This article explains the settings and values for the Corona Normal shader.

Table of Contents

Overview


 

The Corona Normal is a shader that can be used to load Normal maps that can provide additional fine details to the material surface.

This shader is supposed to be inserted under the bump channel of Corona Material.


 

 

Channels direction


Texture – This slot defines the texture map or shader that will be used to calculate the Normal bump.

Texture loaded as Normal shader must be loaded with linear color profile.

Method – These are the different methods to calculate the Normal bump.

Override UVW – This option allows you to use a different UVW channel for the Normal bump.

Flip X (red) – When enabled, this checkbox will invert the side for the X axis for the Normal bump.

Flip Y (green) – When enabled, this checkbox will invert the side for the Y axis for the Normal bump.

Flip Z (blue) – When enabled, this checkbox will invert the side for the Z axis for the Normal bump.

Swap red & green – When enabled, this checkbox will swap the X and Y axis for the Normal bump

 

 

Corona Normal Flip X (red)

Flip X (red) = Off

 

Flip X (red) = On

 

 

Corona Normal Flip Y (green)

Flip Y (green) = Off

 

Flip Y (green) = On

 

 

Corona Normal Flip Z (blue)

Flip Z (blue) = Off

 

Flip Z (blue) = On

 

 

Additional bump mapping


Strength – This is the intensity (also considered as the visibility) for the additional bump texture.

Texture – This slot defines the texture map or shader that will be used for the additional bump.

A grayscale or black & white texture map (or shader) must be used for the additional bump.

 

 

 

 


 


 

 

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