I know how to produce a normal map (see example) of a flat surface with a
simple Illumination=copy(Bump Normal) shader. But I can't evaluate a UV map
for a 3D object. If I create a UVimage with evalution it's blank, and
evaluating surface shading produces the wrong thing with absolute normals.
I'm sure someone must be creating these sorts of things!

David Coombes
[EMAIL PROTECTED]

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