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

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