Normals#

Normal maps encode surface detail by modifying how light interacts with a material’s surface. These maps store direction data as RGB values, allowing complex surface details like bumps, scratches, and indentations to be rendered without additional geometry. Surface normals affect all lighting calculations including reflection, specular highlights, and shadow termination.

Parameters

Display Name

Name

Type

Default

Normal Map Strength

bump_factor

float

1.0

Normal Map

normalmap_texture

asset

Normal Map Color Space

Detail Normal Strength

detail_bump_factor

float

0.3

Detail Normal Map

detail_normalmap_texture

asset

Detail Normal Map Color Space

Normal Map Flip U Tangent

flip_tangent_u

bool

false

Normal Map Flip V Tangent

flip_tangent_v

bool

true

OmniPBR Normal Map Strength

Adjusts intensity of the normal map.

../../_images/OmniPBR_NMStrength0.png
../../_images/OmniPBR_NMStrength0.5.png
../../_images/OmniPBR_NMStrength1.5.png

OmniPBR Normal Map

Accepts a texture file to define surface details through normal mapping. For best results use the Direct X normal format.

../../_images/OmniPBR_NMStrength0.png
../../_images/OmniPBR_NMStrength1.png

OmniPBR Normal Map Color Space

Valid Texture Gamma Values
  • raw : Use texture data as it was read from the texture and do not mark it as using a specific color space.

  • sRGB : Mark texture as sRGB when reading.

  • auto : Check for gamma/color space metadata in the texture file itself; if metadata is indicative of sRGB, mark texture as sRGB. If no relevant metadata is found, mark texture as sRGB if it is either 8-bit and has 3 channels or if it is 8-bit and has 4 channels. Otherwise, do not mark texture as sRGB and use texture data as it was read from the texture.

OmniPBR Detail Normal Strength

Adjusts intensity of small surface detail.

../../_images/OmniPBR_DetailNMStrength.png

Normal Map Strength: 1.0#

Detailed Normal Map Strength: 0.3

OmniPBR Detail Normal Map

Accepts a texture file to define micro surface details through normal mapping. For best results use the Direct X normal format .

../../_images/OmniPBR_DetailNM.png

Detailed Normal Map Strength: 0.3#

OmniPBR Detail Normal Map Color Space

Valid Texture Gamma Values
  • raw : Use texture data as it was read from the texture and do not mark it as using a specific color space.

  • sRGB : Mark texture as sRGB when reading.

  • auto : Check for gamma/color space metadata in the texture file itself; if metadata is indicative of sRGB, mark texture as sRGB. If no relevant metadata is found, mark texture as sRGB if it is either 8-bit and has 3 channels or if it is 8-bit and has 4 channels. Otherwise, do not mark texture as sRGB and use texture data as it was read from the texture.

OmniPBR Normal Map Flip U Tangent

Flips the U Tangent vector.

OmniPBR Normal Map Flip V Tangent

Flips the V Tangent vector. By Default, OmniPBR is setup for DirectX normal maps. Set Normal Map Flip V = false for OpenGL.

../../_images/DX_Normal.png
../../_images/OpenGL_Normal.png
../../_images/OmniPBR_DX.png

Normal Map Flip U Tangent: false#

Normal Map Flip V Tangent: trie

../../_images/OmniPBR_OpenGL.png

Normal Map Flip U Tangent: false#

Normal Map Flip V Tangent: false