2008
As an example, if you use Tangent mode with Red set to right and Green set
to down, areas that are red in your 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.
The following are the possible values for the Tangent method:
■ Red Can be Left or Right. Default=Right.
■ Green Can be Up or Down. Default=Down.
Orientation: World, Screen, and LocalXYZ
For World, Screen, and LocalXYZ, red indicates that the normals are pointed
toward either a positive or negative X value, while green indicates that the
normals 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.
The following are the possible values for World, 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 viewport. With the button enabled, click at the desired height. You can
also drag this value until the desired result is achieved. The minimum or
maximum height value is updated based on your selection.
Buffer min Height After you render a normal bump projection, this value is
set to the minimum distance that a projection ray travelled. Default=0.0.
Render to Texture Dialog | 6219