Normals Space
Defines the coordinate space in which the normal map is interpreted.
USD normal-map modifier
Adds or adjusts normal-map interpretation for USD materials with normal-space, strength and transform controls.
uNormalMap converts a normal texture into surface-normal detail for USD shading. It lets you choose the normal space and strength without adding real geometry, which is useful for fine material detail that must remain efficient.
Overview
uNormalMap converts a normal texture into surface-normal detail for USD shading. It lets you choose the normal space and strength without adding real geometry, which is useful for fine material detail that must remain efficient.
Think of uNormalMap as microscopic surface direction data: it changes how the material reacts to light while the underlying geometry stays the same.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
Existing USD or 3D stage that receives this node or provides the scene context.
The resulting USD stage.
Inspector
Start with these controls before reaching for more complicated workarounds.
Defines the coordinate space in which the normal map is interpreted.
Controls normal-map strength.
Packages the normal-map branch independently.
Sets translation on the X, Y and Z axes.
Sets Rotation Order on the X, Y and Z axes.
Sets the pivot position on the X, Y and Z axes.
Links the X, Y and Z values for scale.
Orients the object, light or camera toward a target point.
Use Target is convenient for aim-at rigs because the orientation follows the target as either element moves.
Practical setup
Prepare a valid normal texture.
Add uNormalMap to the material/stage branch.
Choose the normal space expected by the texture.
Start with conservative Scale values.
Light the surface from an oblique angle to judge detail.
Render and confirm the normals are not inverted.
Examples
Add fine surface relief to a USD material.
Use a simple light rig to confirm orientation.
Troubleshooting
Production notes
Related nodes