diff --git a/getting_started/workflow/assets/importing_images.rst b/getting_started/workflow/assets/importing_images.rst index 8e3d9d25e..7823dbb36 100644 --- a/getting_started/workflow/assets/importing_images.rst +++ b/getting_started/workflow/assets/importing_images.rst @@ -128,6 +128,17 @@ reimported automatically. Note that RGTC compression affects the resulting normal map image. You will have to adjust custom shaders that use the normal map to take this into account. +.. note:: + + Godot requires the normal map to use the X+, Y- and Z+ coordinates. In other + words, if you've imported a material made to be used with another engine, you + may have to convert the normal map so its Y axis is flipped. Otherwise, the + normal map direction may appear to be inverted on the Y axis. + + More information about normal maps (including a coordinate order table for + popular engines) can be found + `here `__. + Flags ----- diff --git a/tutorials/3d/spatial_material.rst b/tutorials/3d/spatial_material.rst index 895ddd911..3ea07e135 100644 --- a/tutorials/3d/spatial_material.rst +++ b/tutorials/3d/spatial_material.rst @@ -354,15 +354,27 @@ lighting in the scene. .. image:: img/spatial_material15.png -Normalmap -~~~~~~~~~ +Normal map +~~~~~~~~~~ Normal mapping allows you to set a texture that represents finer shape detail. This does not modify geometry, only the incident angle for light. In Godot, -only the red and green channels of normal maps are used for wider compatibility. +only the red and green channels of normal maps are used for better compression +and wider compatibility. .. image:: img/spatial_material16.png +.. note:: + + Godot requires the normal map to use the X+, Y- and Z+ coordinates. In other + words, if you've imported a material made to be used with another engine, you + may have to convert the normal map so its Y axis is flipped. Otherwise, the + normal map direction may appear to be inverted on the Y axis. + + More information about normal maps (including a coordinate order table for + popular engines) can be found + `here `__. + Rim ~~~