shade mixer - adding bump and normal slots to cube primitive?
![Mistara](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/userpics/696/nZWPLNMIHHIVI.png)
hi, i'm trying out light and render settings on the primtives.
i can't find the bump map slots or the normal map slots on the cube primitive.
i went into shade mixer, couldn't figure out which bricks(?) i would need to add?
iirc, the displacement starts a separate root? would the normal brick be the same thing?
Thanks :cheese:
Post edited by Mistara on
Comments
Yes, bump, displacement and normal mapping all need the displacement root brick. If you want only bump/normal you ignore the P input on the root brick, if you want displacement you need both the P and the N inputs (since displacement changes the surface facing the normal will usually change, even if there's no bump/normal map as such).