9.5.2

Table Of Contents
850 CHAPTER 18
MATERIAL EDITOR 851
Normal
This material channel is for use with Normal textures via “Normal Mapping”. What on earth is “Normal
Mapping”? Well, Normal mapping is a technique that comes from computer game development that
makes it possible to give a low-poly object (a low level of detail) a detailed, seemingly structured
surface, resulting in low render times.
Bump mapping uses a grayscale bitmap to generate height data. Normal mapping uses an RGB texture
with coded Normal orientation (the Normals can be oriented in various directions).
A Normal texture can look something like this:
Normal texture
These “strange” colors contain the coded Normal orientation for each point on the surface: Each red,
green, and blue color channel represents one dimension X, Y or Z. The Normal orientation is no
longer dictated by the geometry, but by the Normal texture.