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Normal & Shininess Maps

There are two new textures and a new parameter in the Material component needed to create bumpy and shiny surfaces

Normal Map

This is a more modern type of bump map that allows you to add surface detail such as bumps, scratches and irregular surfaces to a model. The map defines depth in 3d space by using the color channels as xyz coordinates.

You will need to generate a Normal map either from your 3d modeling software or by simulating it with a Photoshop filter, or an online tool like this one.

Shininess Map

This is a greyscale map that defines if light will be reflected off of a surface. White parts of the map define more reflection, dark parts define less. 

Here’s a shininess map example with full white on the blotch, and full black everywhere else.



This is the slider value from 0 to 100 that defines the fresnel reflectivity. It’s basically the angle from the light to the camera that light will reflect. A normal map must be loaded for the reflectivity slider to be active.

In the example below, the Reflectivity value ranges from 0 at the top to 100 at the bottom.

The Shininess Map value ranges from “black” at the left to “white” at the right. You can achieve an array of simulated surfaces with just these three parameters.

You will only see normal and specular effects in rooms that contain a dynamic light (directional light or point light), and where the ambient light is not turned way up.

Here are some quick examples of what you can achieve with this new feature!

Updated on September 9, 2021

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