XSI Normal Map2

| Render Tree Usage

Category: Bump

Shader Type: Texture

Output: Vector

This shader uses a normal map to create a bump map. It can be connected to any bump parameter in the render tree.

Map

Defines an image clip to use. Click Edit to open a property page for the image clip being presently used. To retrieve a new clip, click New and indicate whether you wish to create a new clip or create one from a source.

tspaceid

Selects the texture projection to use for the normal map.

Object Selection: When multiple objects are selected, defines whether changes are applied to all objects or a specific one. This control updates automatically as you select objects in the scene, as long as the property editor is not locked.

Property Selection: Lets you choose a Texture Support. If no texture support has been defined, you can create one by clicking New. If a texture projection is already defined, you can edit it by clicking Edit.

Edit: Opens the Texture Support property page for the defined texture projection.

New: Defines the new texture projection to be created. You can choose from the following:

UV: Projects the texture along the U and V.

Planar XY: Projects the texture on X and Y coordinates only.

Planar XZ: Projects the texture on X and Z coordinates only.

Planar YZ: Projects the texture on Y and Z coordinates only.

Cylindrical: Projects the texture as though it is a cylinder wrapped around an object.

Spherical: Surrounds the object with a spherical mapping across the whole surface with some distortion.

Spatial: The texture is centered on the scene’s origin.

Cubic: Applies the texture onto the object by first assigning the object’s polygons to faces of a cube, and then projecting the texture onto each face by default. The layout of a cubic projection can be completely customized using the options in the Texture Support property editor.

Camera Projection: The texture is mapped relative to the camera’s center. In this coordinate system, the camera is the center of the “world,” with an up vector, looking toward the negative Z axis. The result resembles an image projected from a camera. The texture will move with the camera and will be affected by any scaling, rotation, and translation.

Unique Uvs (Polymesh): Applies a texture to polygon objects by assigning each polygon’s UV coordinates to its own distinct piece of the texture so that no two polygons’ coordinates overlap each other.

Advanced: Opens the Create Texture Support property page from which you can explicitly define a texture projection.

Tangents

Specifies the Color at Vertices property used to store tangents. If no CAV property has been defined, you can create one by clicking New. If a CAV property is already defined, you can edit it by clicking Edit.

Unbiased Tangents

When enabled, this option declares to the shader that the tangent data stored in the CAV property is in an unbiased form. For more information, see Setting the Data Type for Tangents and Binormals [Texturing].

Render Tree Usage

This shader is most often connected to the material node or surface shader. Both of these nodes have a vector (yellow) Bump Map input. Using this shader is a good way to apply a bump map to an object without affecting the surface (color) of the object.



Autodesk Softimage v.7.5