Normal mapping is a bump mapping technique for changing the appearance of the shading for an object. It does so by perturbing the shading normals. Each channel of the normal map corresponds to a dimension in 3d space X, Y, and Z.
The normal map iam using is a tangent space normal map.
I had some headaches getting the dome light and normalmap to work because I didnt account for this linear workflow.
Linear workflow is a rendering workflow that deals with colour space management throughout the rendering process. It ensures the correctness of shading and lighting.
Theres alot of information on this subject I will jsut post a few links:
What this means for me:
- Everything should be calculated in linear space.
- Images loaded in need to be loaded with an inverse gamma curve (1/2.2) applied to it to linearize it.
- HDRI and Normal map images do not need to be gamma corrected and should always be left at 1.0.
- Once the image has been rendered we apply agamma curve of 2.2 back when saving it out as a sRGB encoded image.