

I say faking, because, a normal map does not add any real geometry. The RGB color channels (red, green, and blue) in a normal map correspond to the respective X, Y, and Z coordinates of surface normals. While normal maps cannot represent deep extrusions and wildly irregular geometry, they are capable of faking small indents and bumps along a flat plane.

The result is a much smoother representation of a sphere, while still using the exact same geometry as the flat shaded example.Įven though normal maps are 2D images, they are capable of storing limited 3D information. This sphere is an example of Phong shading, where lighting is calculated based on the normals of each vertex (rather than each face).
