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),