Normal Rotate |
- Where to find it:
- Add Adjustment Layer / Extension Pack / Normal Map /
- NodeGraph / Right Mouse Click / Nodes / Filter / Extension Pack / Normal Map /
Normal Rotate allows you to rotate the vectors of a normal map without changing its general orientation.
Extension Pack Nodes utilizing Image data (e.g. Image Node, Axis Projection etc.) have built in normal map orientation support. The Normal Rotate node is a separate node version of this built in rotational support |
Normal Maps imported as textures and created from other applications have a fixed orientation. Rotating the imported normal map after the fact in Mari
will result in incorrect lighting direction calculation if the vectors of the normal map are not recomputed to account for the new rotation.
Below you can see an example of the effect of an incorrectly aligned normal map, where the original material/normal map was rotated 90 degrees inside of Mari
Node Ports |
- Normal Map
The Normal Map Input stream to rotate
- Normal Format
Overwrites the Normal Format Dropdown of the Node. The Input value should be
- 0 - DirectX
- 1 - OpenGl
This can for example be inherited by a Normal Format Converter Output
- Rotation Map (0-1,optional)
A black to white (0-1) map defining the values to rotate the Normal Map.
The Rotational Map is evaluted in addition to the Angle slider in the Node Properties
MAIN TAB
- Angle
The Angle in degrees (0-360) to rotate the normal map vectors
- Normal Format
The Format the fed in Normal Map is in.
If you are unsure what format the normal map is in, view the output of the node and tweak the Angle.
Colors should always stay in the same orientation (top, bottom, left, right).
If they shift when modifying the angle, you are using the wrong normal format
Mirror |
- Mirror U/V
Mirrors the vectors of the Normal Map.
Mirroring is applied before rotation