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 inverts the side for the X axis for the Normal bump. Flip Y (green) – When enabled, this checkbox inverts the side for the Y axis for the Normal bump. Flip Z (blue) – When enabled, this checkbox inverts the side for the Z axis for the Normal bump. Swap red & green – When enabled, this checkbox swaps the X and Y axis for the Normal bump |