I’ve been studying a bit more about raycast, and I’ve come across something called surface normals. I’m not sure what a normal is though, or what a surface normal is, so what is the point of these two things, and what are they’re uses?
I have found a thread already posted on the DevForum explaining what a Surface Normal is:
1 Like
The normal is just the direction of whatever given geometry is facing
(the direction perpendicular to the surface)
2 Likes
Couldn’t find that after searching up the title of this post. Thanks, I’ll give it a read or two.
1 Like