transformedBitangentWorld
A read-only node that provides the bitangent vector in World Space. It forms the world-space TBN coordinate system along with the world tangent and normal, which is fundamental for effects like world-space normal mapping.
Core Advantages
Allows all surface-direction-related calculations (like lighting) to be unified in world space, simplifying shader logic and providing the necessary foundation for effects that must interact in world space (e.g., decals).
Common Uses
Applying normal maps in world space.
Creating procedural effects aligned with world coordinates (e.g., upward-facing moss).
Providing world-space directional input for physics effects (e.g., wind forces).
How to adjust
This node is read-only; its value is determined by the geometry (which requires computed tangents) and the object's world transform, and is independent of the camera's view. Rotating the object will change its value, but moving the camera will not. The node will be invalid if tangents are not computed on the geometry.
Code Examples
1// Ensure the geometry has computed tangents (geometry.computeTangents())
2
3// Map the world-space bitangent vector [-1, 1] to RGB color [0, 1] for visualization
4material.colorNode = transformedBitangentWorld.xyz.mul( 0.5 ).add( 0.5 );