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tangentnormal

Tangentnormal refers to a normal vector expressed in tangent space, typically stored in a tangent-space normal map used in shading to simulate fine surface detail without increasing geometric complexity. The tangent space is defined by three basis vectors at a surface point: the normal (N), the tangent (T), and the bitangent (B). A tangentnormal encodes a surface normal in this local, surface-aligned coordinate system, so lighting calculations can account for micro-geometry while remaining in world or view space during rendering.

In practice, a tangentnormal is stored as color data in a texture, often encoded as RGB where

Tangentnormals are a staple of normal mapping, a widely used technique in modern rendering and physically based

Common considerations include differences in conventions between rendering engines (such as coordinate handedness and channel mappings),

each
channel
corresponds
to
a
tangent-space
axis.
The
normal
vector
components,
originally
in
the
range
[-1,
1],
are
mapped
to
[0,
1]
for
storage.
During
shading,
the
tangentnormal
is
unpacked,
transformed
from
tangent
space
to
the
appropriate
space
(usually
world
or
view
space)
using
the
TBN
matrix,
and
then
used
to
perturb
the
surface
normal
for
lighting
calculations.
rendering
(PBR).
They
are
typically
generated
by
baking
from
a
high-polygon
model
to
a
low-polygon
version,
or
created
procedurally
in
texturing
software.
The
approach
relies
on
a
consistent
tangent
basis,
as
mismatches
in
tangent,
bitangent,
or
normal
orientation
can
produce
visual
artifacts
such
as
shading
seams
or
distorted
highlights.
potential
artifacts
from
non-uniform
scaling,
and
the
need
to
ensure
proper
normalization
and
re-orthogonalization
of
the
tangent
basis
to
maintain
accurate
shading.