This material is a constant shader and is not affected by lighting. It is used to show the value of the surface normal’s x y z directions in a red, green, blue color. The normal is first normalized, to make sure all the values are between -1 and 1. Then the values are shifted into the 0 to 1 range for colors. This way 0.5 is 0 and 0 is -1.
The x direction of the surface normal, N, * is in the red channel. The y direction of the surface normal, N, * is in the green channel. The z direction of the surface normal, N, * is in the blue channel.
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