Normal mapping works by replacing the interpolated surface normal by the one evaluated from an RGB texture, where each channel (Red, Green, Blue) corresponds to the X, Y and Z coordinates of the surface normal. It can be faster than bump mapping since bump mapping requires evaluating the shader underneath at least three times.
Normal map -> Standard Surface
The map, usually exported from Mudbox or ZBrush.
Arnold executes calculations in radiometrically linear space which means 8 and 16-bit images are linearized. By a normal map input, this linearization is not necessary therefore C4DtoA automatically sets the color space of the input map to linear.
Increase or decrease the normal map effect.
Lets you shuffle the input channels order.
If enabled, inverts (1-channel) the x input channel.
If enabled, inverts (1-channel) the y input channel.
If enabled, inverts (1-channel) the z input channel.
For 8-bit maps. If enabled, the input is remapped to the [-1, 1] range.
The default values of these parameters (Order, Invert, Color To Signed) let you correctly import a map generated in Mudbox in Tangent coordinate space.
Ensures the normal is unit length.
- Look for vector user data named "tangent" and "bitangent".
- Use the UV derivatives.
- Build its own local frame.
The shader works in tangent space only. If your tangent map was exported in either world or object space, you could instead use the more generic space_transform shader.