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Render to Tex ture: Projection Options Dialog 167
world-projected normals will appear to “swim”
through the texture.
•
Screen—Project using screen coordinates; that
is, flat projection in the Z axis. This method is
useful mainly for stationary objects seen from
a single angle only; for example, a statue seen
through a window.
•
Local X YZ—Project using the object’s local
coordinates. This metho d can be used for
stationary or moving objects, but not for
objects that deform: if the object deforms, the
projection will appear incorrect at some frames.
•
Tangent—(The default.) Project at a tangent to
thetargetobject’ssurface.Thisisthemethod
to use for objects that both move and deform,
such as animated characters.
Orientation
The orientation settings determines what the red
and green colors will indicate in your normal
map. The orientation settings are different for the
Tangent method than for the other methods.
The correct setting for red and green depend on
what kind of hardware shader or texture will be
used to view the map. Different shaders have
different requirements. The Normal Bump map
has controls to flip the red and green; the Normal
Bump texture should work correctly if the map
was created with the default X and Y or Left
and Right settings, but if the map was created
w ith different settings, change the Normal Bump
settings to ma ke the map render correctly, instead
of rendering a whole new map.
Orientation: Tangent
For the Tangent method red indicates normals that
are p ointed either left or ri ght and green indicates
normals that are pointed up or down.
As an example, if you use Tangent mode with Red
set to right and Green set to dow n, areas that are
red in y our normal map would indicate that the
normals were facing towards the right and areas
that were green would indicate that your normals
were facing downwards.
Thefollowingarethepossiblevaluesforthe
Tangent method:
•
Red—Can be Left or Right. Default=Right.
•
Green—Can be Up or Down. Default=Down.
Orientation: World, Screen, and LocalXYZ
ForWorld,Screen,andLocalXYZ,redindicates
that the norma ls are pointed toward either a
positive or negative X value, while green indicates
that the norma ls are pointed toward either a
positive or negative Y value.
Foir example, if you use World mode with Red
set to –X and Green set to –Y, areas that are red
in your normal map indicate that the normals
face toward –X, and green areas indicate that the
normals face toward –Y.
ThefollowingarethepossiblevaluesforWorld,
Screen, and Local XYZ methods:
•
Red—Can be –X or +X. Default=+X.
•
Green—Can be –Y or +Y. Default=+Y.
Height Map group
Min Height—Sets a minimum height for displaced
normals. Default=0.0 units.
Max Height—Sets a maximum height for displaced
normals. Default=10.0 units.
Min and Max Height eyedropper—Enable the
eyedropper to pick the minimum or maximum
height for the displaced normals by picking or
dragging in a view port. With the button enabled,
click at the desired height. You can also drag this
value until the desired result is achieved. The