332 chapter 9 ■ Normal Maps, Displacement Maps, Maya, and Decimation Master
Space Normals (Figure 9.63). This tells the renderer to interpret
the bump map as a normal map and not as a grayscale map.
- Click the downstream arrow next to the Bump value. This will
open the file node driving the bump map node (Figure 9.64).
Here you can load the normal map. Click the file browser
menu icon and select the normal map exported from ZBrush.
That completes shader setup. Now create a directional light
by clicking Create → Lights → Directional. Rotate this light to illu-
minate the model. You can switch to lit view by pressing the 7 key
on your keyboard. Maya is capable of displaying the normal map
in the viewport. To turn on normal mapping, click Renderer in the
Viewport menu and select High Quality Rendering. Select Shading
and click Hardware Shading. The normal map will now display in
the viewport. The map can be rendered like this using hardware
shading or through the mental ray renderer. Figure 9.65 shows this
character rendered in the viewport as well as in the software ren-
derer using Final Gather and Image Based Lighting.
To render the normal map with mental ray, choose Window →^
Rendering Editors → Render View, and select mental ray as the ren-
derer (Figure 9.66).
Figure 9.60 The Blinn shading node in
the Attribute Editor
Figure 9.59 Creating a new Blinn shader
Figure 9.61 Select File in the
Create Render Node window.
Figure 9.62 The bump2D node
Figure 9.63 Set Use As to Tangent
Space Normals.