XSI Normal Map 3
 
 
 

| General | Advanced | Render Tree Usage

Category: Bump

Shader Type: Texture

Output: Vector

This shader uses a normal map to create a bump map. It can be connected to any bump parameter in the render tree.

General

Normals

Map

Defines an image clip to use. Click Edit to open a property page for the image clip being presently used. To retrieve a new clip, click New and indicate whether you wish to create a new clip or create one from a source.

tspaceid

Selects the texture projection to use. See Specifying a Texture Projection [Texturing].

Unbiased Normals

Declares to the shader that the XYZ components of the normals are stored in an unbiased form (that is, not remapped to [0, 1]).

Tangents

Tangents

Specifies the Color at Vertices property used to store tangents. If no CAV property has been defined, you can create one by clicking New. If a CAV property is already defined, you can edit it by clicking Edit.

Unbiased Tangents

Declares to the shader that the tangent data stored in the CAV property is in an unbiased form. For more information, see Setting the Data Type for Tangents and Binormals [Texturing].

Advanced

Alternate

U, V, Z

Specifies whether every other copy of the repetition should be reversed so that the successive copies of the texture are alternated.

Repeats

Texture Repeats

Contains the repetition factor in X,Y, and Z. A value of 2, for example, shrinks the texture so that it fits twice in a [0..1] interval.

UV Remap

Minimum, Maximum

Determines the remapping of the texture image. For a 2D image, only X and Y are used.

Render Tree Usage

This shader is most often connected to the material node or surface shader. Both of these nodes have a vector (yellow) Bump Map input. Using this shader is a good way to apply a bump map to an object without affecting the surface (color) of the object.