ConvertNormalMap
Transfers normal maps between World and Tangent spaces.
Inputs
- Input Geometry
Geometry
Geometry associated with the normal map- Input Texture
Image
Normal map in World or Tangent space
Tip
If your normal map is stored in PNG or JPG, remember to load them withut linearization. See LoadImage’s File Color Space parameter.
Output
Image
Normal map transformed between World and Tangent spaces
Parameters
- Convert from:
- World Space
Normal map stores normals in world coordinates
- Tangent Space (UV)
Normal map stores normals relative to the mesh surface using the UV-based tangent space.
- Tangent Space (MikkT)
Normal map stores normals in tangent space following the MikkTSpace standard
- Convert to:
- World Space
Normal map stores normals in world coordinates
- Tangent Space (UV)
Normal map stores normals relative to the mesh surface using the UV-based tangent space.
- Tangent Space (MikkT)
Normal map stores normals in tangent space following the MikkTSpace standard
- Normalize:
When enabled, each pixel normal is normalized across all three channels so its length equals 1.
- Generate Z:
When enabled, the Z channel (Blue) is recalculated assuming an orthogonal basis and unit-length normals. Overrides and disables Normalize.