Design Nomenclature / Surface & Material

Normal map

Also called tangent-space normal map, bump normal map

A texture encoding a perturbed shading normal per texel, XYZ packed into RGB, usually in tangent space so it survives deformation. It changes the vector lighting is computed against without moving a single vertex, so silhouettes stay flat, nothing self-shadows, and the whole illusion fails at grazing angles.

A relief profile with a normal arrow standing off each sample along it, fanning left and right down the flanks of a bump and standing straight up where the surface is flat. Directly beneath it, the texels those normals encode: lavender across the flat, shifting warm and cool over the slopes. The identity is spelled out — flat is the vector (0,0,1), which stores as (128,128,255), which is #8080FF, so the lavender is not a look but a direction. Beside it the three channels are split out as grey strips labeled with the axis each carries: X tangent, Y bitangent, Z normal, each with the range it actually spans.

In practice

Green-channel convention splits the industry: OpenGL up, DirectX down. Getting it backwards inverts every crease and reads as lit from the wrong side.

Not to be confused with

How this term connects

Bump mapCavity mapCurvature mapDisplacement mapMicrofacetNormalNormal BakingNormal map
Related Confused with