transformedBitangentView
A read-only node that provides the bitangent vector in View Space. It forms the TBN coordinate system along with the tangent and normal, which is fundamental for advanced effects like normal mapping and anisotropic lighting.
Core Advantages
Completes the TBN coordinate system in view space by providing an orthogonal, consistent bitangent vector, greatly simplifying the shader code required for tangent-space techniques like normal mapping.
Common Uses
Building the transformation matrix to apply normal maps.
Providing a directional reference for anisotropic lighting.
Transforming vector spaces in advanced techniques like parallax occlusion mapping.
How to adjust
This node is read-only; its value is derived from the geometry's UVs and topology (which affects the result of `computeTangents()`) and the object's transform. If tangents are not computed on the geometry, this node will be invalid, causing TBN-dependent effects like normal mapping to fail.
Code Examples
1// Ensure the geometry has computed tangents (geometry.computeTangents())
2
3// Map the bitangent vector [-1, 1] to RGB color [0, 1] for visualization
4material.colorNode = transformedBitangentView.mul( 0.5 ).add( 0.5 );