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Most of the time you will apply single normal pattern to an entire surface but you may also create a pattern or blend of normals using a normal_map
. The syntax for a normal_map
is identical to a pigment_map
except you specify a normal
in each map entry.
The syntax for normal_map
is as follows:
- normal_map{
NORMAL_MAP_BODY }
- [
Value NORMAL_BODY ]
Where Value is a float value between 0.0 and 1.0 inclusive and each NORMAL_BODY is anything which can be inside a normal{...}
statement. The normal
keyword and {}
braces need not be specified.
Note that the []
brackets are part of the actual NORMAL_MAP_ENTRY. They are not notational symbols denoting optional parts. The brackets surround each entry in the normal map. There may be from 2 to 256 entries in the map.
For example
normal { gradient x //this is the PATTERN_TYPE normal_map { [0.3 bumps scale 2] [0.3 dents] [0.6 dents] [0.9 marble turbulence 1] } }
When the gradient x
function returns values from 0.0 to 0.3 then the scaled bumps normal is used. From 0.3 to 0.6 dents are From 0.6 up to 0.9 a blend of dents and a turbulent marble is used. From 0.9 on up only the turbulent marble is used.
Normal maps may be nested to any level of complexity you desire. The normals in a map may have slope maps or normal maps or any type of normal you want.
A normal map is also used with the average
normal type. See "Average" for details.
Entire normals in a normal list may also be used with the block patterns such as checker
, hexagon
and brick
. For example...
normal { checker normal { gradient x scale .2 } normal { gradient y scale .2 } } }
Note that in the case of block patterns the normal
wrapping is required around the normal information.
You may not use normal_map
or individual normals with a bump_map
. See section "Texture Maps" for an alternative way to do this.
You may declare and use normal map identifiers but the only way to declare a normal block pattern list is to declare a normal identifier for the entire normal.
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