![]() ![]() (If this isn’t a bug perhaps greying out that option to indicate it isn’t relevant in that case could help clarify things) Then you may find that switching the color/non-color toggle on the image node in the shader editor actually has no effect at all. One final note on this (which may change down the line if this is a bug!) if you switch the color space in the image editor from sRGB to ‘non-color’ there. Note the image node is set to ‘color’ yet it still looks correct in the viewport. If we want to control this manually ourselves we can simply add a gamma node set to 0.454 (linear to sRGB) or 2.2 (sRGB to linear) instead of switching that non-color setting. That’s what the ‘non-color’ option on the image node is doing! You might be wondering WHY are they altered? Well, very basically this is because it makes the texture more useable for the monitor and more pleasing and intuitive to the human eye.Īs we know though this texture isn’t to be directly seen by the human eye, this is for altering normals, so we want to reverse the changes of that color space. That whatever values are stored in the red, green and blue channels have been altered (by the sRGB profile) to something we don’t want. ![]() ![]() The thing to bare in mind there is that in order for this normal map to shade properly we need to explicitly tell Blender in the shader editor that this image should NOT be treated as a typical color image. If we leave that image node set to ‘color’ instead of ‘non-color’ then things definitely don’t look right as shown on the lower of the 2 examples in the image above. Luckily that’s pretty easy to do because in the image editor we have a pulldown menu that we can set to ‘non-color’. Which means that the image is not being treated as just data, so we need to counteract that. Let’s ask ourselves, will this be plugged into any color sockets on our shader? The answer is – NO! So we need to remember this is ‘non-color’ data.įor an 8 bit image, Blender will probably default the color space here to ‘sRGB’. Notice in each of those editors we have the properties panel open (toggled with the ‘N’ shortcut key) and highlighted is where we can set the ‘color-space’ of the image. So to immunise ourselves to all of this we’re going to hold these problems betwixt tweezers for inspection! That means it isn’t always immediately obvious what the problem with the bump/normal map might be, where the problem stems from or how to fix it. Well, actually in this context probably a mathematician could easily tell us BUT! The point is from an artist’s point of view there are some bumps to navigate so the process can be smoother (gotta love a 3D pun to get us started!)īEWARE! Before we let our guard down after some slick puns let’s not forget why we’re here! The dangers of bump/normal maps are that we don’t directly see them like we would a color map, instead we see more how the light bouncing off the surface has changed because of them. Hi, Aidy Burrows here, bump map creation can itself be a bumpy ride and as for normal maps? Who can say what normal really is anyway?! If you happen to be new to the baking process in Blender see the end of the article (problem 5!) for tips on generating a simple normal/bump map from both a shader and another object. ![]()
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