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USD / 3DIntermediate

uNormalMap

USD normal-map modifier

Adds or adjusts normal-map interpretation for USD materials with normal-space, strength and transform controls.

uNormalMap
DaVinci Resolve · Fusion

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

What uNormalMap does

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.

Mental model

Think of uNormalMap as microscopic surface direction data: it changes how the material reacts to light while the underlying geometry stays the same.

Common uses

Surface detail without extra polygons
Bump-like material detail
Normal-map strength adjustment
USD material look development
Reusable normal-map stage branches

Flow anatomy

Inputs & outputs

The port structure shows how this node fits into a Fusion graph.

Stage / Material Input

Existing USD or 3D stage that receives this node or provides the scene context.

uNormalMap
Fusion node

Stage / Normal Map Output

The resulting USD stage.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Normals Space

Defines the coordinate space in which the normal map is interpreted.

Scale

Controls normal-map strength.

Export as Separate Stage

Packages the normal-map branch independently.

Translation X / Y / Z

Sets translation on the X, Y and Z axes.

Rotation Order / X / Y / Z

Sets Rotation Order on the X, Y and Z axes.

Pivot X / Y / Z

Sets the pivot position on the X, Y and Z axes.

Scale / Lock X/Y/Z

Links the X, Y and Z values for scale.

Use Target

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

A reliable workflow

  1. 1

    Prepare a valid normal texture.

  2. 2

    Add uNormalMap to the material/stage branch.

  3. 3

    Choose the normal space expected by the texture.

  4. 4

    Start with conservative Scale values.

  5. 5

    Light the surface from an oblique angle to judge detail.

  6. 6

    Render and confirm the normals are not inverted.

Typical node chain
Normal Texture
uNormalMap
uMaterial
uRenderer

Examples

Where this node fits in real work

Detailed material

Add fine surface relief to a USD material.

uTextureuNormalMapuMaterialuRenderer

Normal-map test

Use a simple light rig to confirm orientation.

uNormalMapuRectangleLightuRenderer

Troubleshooting

Common mistakes

Using a normal map in the wrong color/normal space.
Setting excessive Scale and creating broken shading.
Trying to fix low-poly silhouettes with a normal map.

Production notes

Practical tips

Test normal maps under a strong side light.
Keep normal textures non-color data in the appropriate pipeline.
Use geometry for silhouette changes and normals for fine detail.

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