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:
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The normal is just the direction of whatever given geometry is facing
(the direction perpendicular to the surface)
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Couldn’t find that after searching up the title of this post. Thanks, I’ll give it a read or two.
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