Connect a normal map here (usually exported from Mudbox or ZBrush).

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.


The tangent map. Together with the shading normal, it defines the tangent coordinate system that the input vector applies to. If available from your sculpting tool, you should connect here the tangent map that the normal map relies on. If 0, the shader attempts the following actions to build the frame:

  1. Look for vector user data named "tangent" and "bitangent."
  2. Use the UV derivatives.
  3. 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.

Bump Mapping

The bump mapping attribute accepts a shader that perturbs the normal for bump mapping.

When adding bump to the Edge, you should also change the Edge Detection to Shading Normal.

Bump Mapping Mode

Choose the component(s) affected by bump: diffusespecular, or both.


  • No labels