For more information on bump, normal & displacement mapping, please click here.
The type of operation to perform.
A fast alternative to displacement that only modifies normals to give the appearance of surface height variations. The surface offset is defined by the value input. The position isn’t modified.
Sets the normal to the vector value, after converting from the set Normal Space and applying any flipping as defined by Flip X and Flip Y. The normal is applied relative to the chosen Space.
Displace Along Normal
Offsets P by a component of value in the direction of N. Updates N to fit the new surface positions.
Offsets P by the value vector. The value is applied in the chosen Space.
The space in which the vector-based operations Normal and Vector Displacement are applied.
UV Tangent Space
Use the space defined by the Surface Normal and the UV-tangents. Using this space allows normal textures to be applied to deforming objects, since the vector applied relative to the surface’s orientation, rather than simply in object space.
Use the object’s transform.
This offset is added to the value before Effect Scale is applied.
The effect of the operation is scaled by this value.
In Normal mode, this scales the rotation of normals away form the input normal.
The component to use with the scalar operations Bump and Displace Along Normal.
In Normal mode, controls in what format the input is stored.
0 to 1
The components of the normal are in the
0-1 range. This is typically done in textures in order to store values in the positive and visible range.
-1 to 1
The components of the normal are in their natural, normalized state.
Flip the input normals in X, before applying the Vector Space.
Flip the input normals in Y, before applying the Vector Space.