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This page provides information on the Normals Render Element which creates a normals image from surface normals in the scene.

 

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Overview

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The Normals render element stores the camera space normal map using the geometry's surface normals. The Normals Render Element is useful for adjusting lighting in the composite. For example, the red, green and blue channels can be adjusted in compositing software.

Bump maps are not represented in this render element; to include bump maps, use the Bump Normals Render Element.

 

Info

The channel outputs are listed under other channels as normals.X, normals.Y, and normals.Z.

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World Normals renders all visible objects in the scene with a color ramp based on the world space X, Y, and Z coordinates of their polygonal normal, and represents the actual 3D coordinate in space. These can be both positive and negative, so a floating point image format should always be used when saving this output.

 

 

Common Uses - Relighting

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The Normals Render Element is useful for changing the appearance of lighting in a scene in a composite without the need for re-rendering.

In the example below a relighting workflow is used at a composite level to change the lighting in the scene. Note that it does not create any extra shadowing. This example is exactly the same under the hood as that shown in the Bump Normals Render Element page with the only change being that the Normals render element was used here instead of the Bump Normals render element.

 

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Normals Render Element

 

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The World Positions pass

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Original Beauty Composite

 

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The resulting relit composite
(2 point lights of varying intensities and colors were used along with a directional light & a spot light)

 

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