Inputs
Here you can link a Normal Map texture or another Node.
This setting can be used to define the intensity of the Normal Mapping effect. Negative values will lead to an inversion of the effect. Note that the Normal Mapping effect will not modify the object's shape but only its surface shading. Very extreme modifications of the Normals can therefore end up looking unnatural.
Here you can select a preset for the processing of a Normal map. If the Normal Map is encoded in object space, select C4D Object Space. The options for Flip X, Flip Y and Flip Z will be adapted accordingly, as will the Space setting. The same applies for the Presets C4D Tangent Space and C4D World Space. If you want to define the Space setting and the evaluation of the RGB color channels yourself, select Custom in the Presets menu.
General instructions for use of the preset system can be found here
Since the generation of Normal textures is not standardized, many programs have their own way of doing things, e.g., sometimes the green color component defines the Y direction and sometimes the blue. In order to ensure maximum compatibility, you can swap each color component here.
For the most commonly used Space, Tangent, the following rule of thumb applies:
- If the Normal texture is primarily light green, enable the Swap Y and Z option
- If the Normal texture is primarily light blue, disable the Swap Y and Z option
The direction of the Normals can be defined by different axis systems, which can be selected from this menu.
- Object: Here the object coordinate system will be used for defining the Normal direction. These textures primarily have rainbow colors. This mode is well suited for objects that will not be deformed.
- World: Here the world coordinate system is used to define the Normal direction. This is suited only for static, inflexible objects. These textures will also contain all colors of the rainbow.
- Tangent: This is the most commonly used method. Here the Normal direction is defined in relation to the underlying surface. This is the ideal method for objects that are deformed (character animation). These textures are recognizable by their primarily light blue or light green coloring – these are the areas in which the Normals lie perpendicular to the surface.
