Normals#
Normal maps encode surface detail by modifying how light interacts with a material’s surface. These maps store direction data as RGB values, allowing complex surface details like bumps, scratches, and indentations to be rendered without additional geometry. Surface normals affect all lighting calculations including reflection, specular highlights, and shadow termination.
Parameters
Display Name |
Name |
Type |
Default |
---|---|---|---|
bump_factor |
float |
1.0 |
|
normalmap_texture |
asset |
||
detail_bump_factor |
float |
0.3 |
|
detail_normalmap_texture |
asset |
||
flip_tangent_u |
bool |
false |
|
flip_tangent_v |
bool |
true |
OmniPBR Normal Map Strength
Adjusts intensity of the normal map.
OmniPBR Normal Map
Accepts a texture file to define surface details through normal mapping. For best results use the Direct X normal format.
OmniPBR Normal Map Color Space
OmniPBR Detail Normal Strength
Adjusts intensity of small surface detail.
OmniPBR Detail Normal Map
Accepts a texture file to define micro surface details through normal mapping. For best results use the Direct X normal format .
OmniPBR Detail Normal Map Color Space
OmniPBR Normal Map Flip U Tangent
Flips the U Tangent vector.
OmniPBR Normal Map Flip V Tangent
Flips the V Tangent vector. By Default, OmniPBR is setup for DirectX normal maps. Set Normal Map Flip V = false for OpenGL.