Calculate a bumped normal based on a normal map file or color input. @parameters
bumpScale: Scale the bump effect
inputRGB: Specifies normal map color (this parameter is ignored if filename is provided).
filename: Normal map filename. The shader reads only one channel of the file from Channel specified below. Note that this will be read in as the Mudbox normal map format in tangent space.
bumpOverlay: Connect a PxrBump or PxrNormalMap node here if you need to combine multiple patterns.
invertBump: Invert the bump orientation. Concave becomes convex and vice versa.
orientation: Some texturing applications offer different orientations, like OpenGL or DirectX. You can also go manual to try to fix your normal map’s appearance.
flipX: Invert the bump orientation. Concave becomes convex and vice versa.
flipY: Invert the bump orientation. Concave becomes convex and vice versa.
firstChannel: First channel offset to be looked up for Filename.
atlasStyle: Specify which atlas style.
invertT: Inverts the t texture coordinate for texture lookup.
blur: Specifies how much to blur the result from the texture.
lerp: Selects whether to interpolate between adjacent resolutions in the multi-resolution texture, resulting in smoother transitions between levels.
reverse: Reverse the resulting normal.
adjustAmount: Amount to adjust the normals when they are facing away from the camera.
surfaceNormalMix: The amount to mix the resulting normals with the surface normals.
disable: Use the geometric normal (ignore the modified normal).