Bent Normals¶
Bent normals can improve how surfaces react to ambient lighting, especially in non-path-traced renderers such as game engines.
Usually bent normals are baked to a texture but this modifier will calculate bent normals directly on geometry. A cone of rays is cast from each point and the normals are sampled and averaged to find the average direction of ambient light.
Options¶
- Factor. How much bent normals are mixed in with existing normals.
Collision Geometry¶
Collide with other objects in the scene.
- Object. Object to collide rays with.
- Collection. Collection to collide rays with.
RayCast¶
Control the distribution of rays used to calculate the bent normals.
- Ray Count. How many rays are cast.
- Ray Length. How long to cast each ray.
- Cone Angle. The angle of the cone that rays are distributed in using a Fibonacci distribution.