Normality
In early 2005, Normality started out as a set of simple plug-ins for Adobe After Effects and has since evolved in to our stand-alone re-lighting solution. It works in near real-time but at the same time includes features usually reserved for high-end 3D renderers.
Normality allows our artists to light 3D objects and scenes within a simplified 3D environment in near real-time, by not relying on processor intensive 3D data to calculate the results. Normality instead requires rendered normal- and depth passes from our 3D renderers - unlike full shading and lighting, these are extremely quick to render.

Normality's new stand-alone GUI
Our latest builds of Normality include support for
- Diffuse Light
- Specular Highlights
- Reflections and environment mapping
- Refractions
- Image-based Illumination (IBI)
- Bump/Normal Mapping
- Rim-lights
- Approximated sub-surface scattering
- Toon shading via Celulight
- Generation of approximated ambient occlusion if we don't have time to render a proper occlusion pass
- Support for ambient, point, parallel and spot light-sources.
- OpenGL hardware acceleration
An older but free version of Normality is available as a plug-in for After Effects at minning.de


