Materials in Unreal Engine 225
To achieve more depth, we also adjusted the normal map a little. If you re-
member from o ur d iscussion of normal maps from a previous tutorial, e ach pixel
in the normal map repr esents a three-dimensional vector, perpendicular to the
surface at the location of the pixel. The R, G, and B, values of the normal map
pixels represent the X, Y, and Z values o f the normal vector.
The Z-value represents the len gth of the vector perpendicular to the surface,
if the surface were a flat plane. The larger the Z-value is in comparison to the
X and Y values, the mor e flat the surface will look like. In or der to m agnify the
3D look of our material we can multiply each channel of the norm al map with a
value. If the Red and Green ...