---
title: "VRayNormalMap"
canonical: "https://documentation.chaos.com/space/VMAX/113585344/VRayNormalMap"
format: markdown
---
This page provides information on the Normal Bump Texture. Overview The VRayNormalMap texture is similar to the standard 3ds Max Normal Bump map, but works on any V-Ray compatible geometry, including V-Ray proxies, displaced objects, etc. In the example shown here, a tiled normal map is used in the  Normal map  slot. ||Material Editor|| > Material > Map Browser > Maps > V-Ray > VRayNormalMap Parameters Normal map  – A texture used for  normal bump . Pay attention to the correct gamma correction of any bitmap texture assigned here. Some software packages generate normal maps that include a 2.2 gamma correction, while other packages generate linear normal maps. The VRayNormalMap texture assumes that any normal textures are in tangent UV space. The mapping channel that defines that UV space can be specified with the  Map channel  parameter. V-Ray assumes that the blue B component is "up" for the  Normal map  (the direction along the surface normal), which means that the "neutral" color of a  Normal map  is RGB 128, 128, 255. This can be swapped with the green G channel using the  Swap red and green  parameter. The up and down arrows on the corresponding spinner increase or decrease the effect of the map. Bump map  – An additional texture for bump mapping applied on top of the  Normal map . The up and down arrows on the corresponding spinner increase or decrease the effect of the map. Map channel  – Defines which UV space to use to derive the tangent space in which the  Normal map  is interpreted. Flip red  – When enabled, flips the red channel of the  Normal map . This is needed for maps produced by some software packages. Flip green  – When enabled, flips the green channel of the  Normal map . This is needed for maps produced by some software packages. Swap red and green  – Swaps the red and green channels of the  Normal map . Some software packages assume that the green G component of the  Normal map  is the "up" direction along the surface normal. Map rotation  – Rotates the result VRayNormalMap's tangent coordinates.  Notes If you wish to use a VRayNormalMap with  VRayTriplanarTex  in a material, assign the VRayNormalMap to the VRayTriplanarTex's  Texture  map slot and then use the VRayTriplanarTex in your material. Linking in the other direction is not recommended.