Applying a Normal Map

This page shows how to apply a normal map on a geometry to create an illusion of depth. The normal map is often used to simulate textured materials such as leather or plastics with a grain.

To apply a Normal Map:

Prerequisites: One or several UV mappings should already be created.
  1. From the Light Simulation tab, click Material .
  2. In the 3D view, click , select the geometries on which to apply the texture and click to validate.
  3. In General, set Use texture to True.
    A surface layer is created under the material in the simulation panel.
  4. In the surface layer, from the Type drop-down list, select:

    • From texture image to create a normal map from a previously defined texture image and define the Roughness ratio of the normal.
    • From image if you do not have a normal map and want to generate a normal map from a .jpeg or .png file.
    • From normal map to generate a normal map from a .bmp file.

      • In File, double-click in the field to browse and load an image file.
      • Roughness corresponds to a ratio applied on the normal to the surface of a normal map:
        • A roughness ratio 1 applies the normal map parameters saved.
        • A roughness ratio different from 1 applies a multiplying factor on the normal, therefore accentuating or flattening normals. This gives the impression of changing roughness, therefore of different level of depth of the relief.
      • Define the Image width of the image in mm.
      • Define the UV map indexyou want to use to apply this texture.

        The UV map index determines which UV mapping should be used to apply the texture. This index refers to the UV map or "layer" that should be selected within a UV mapping feature.

The texture normal map is created and applied on the geometry.