Pbr Normals
- Normal Maps Core
Purpose: “Add significant detail by modifying pixel direction” Naming: “_n” at end = normal map convention Result:
- Makes surfaces look extruded/3D
- “Creates illusion of higher detail” • Allows lower polygon meshes • “Heavily used in gaming industry”
- Combining Normals
Use “blend-angle corrected normals”
- Takes: base normal + additional normal
- Blends them correctly
- Normal Intensity Control
Process:
- Keep blue = 1 (constant)
- Use component mask (R,G only)
- Multiply R,G by intensity value
- Append blue back
Parameters:
- Base normal intensity
- Top normal intensity
- “Set default limits to prevent breaking”
- Organization
Use reroute nodes (double-click wire) Group with comments (‘C’ key) Can duplicate setups (Ctrl+C/V or Ctrl+D)