Radiosity Normal Mapping Traditional light mapping involves baking a fixed irradiance value based on static geometry and lighting. This fixed value cannot be combined with directional data stored in surface textures such as normal maps. This limitation creates a flat appearance in shadowed areas and visible discontinuities when transitioning between lit and shaded surfaces. To enable the use of normal maps with light maps in Half Life 2, Valve enhanced their lightmap baking tool (vrad) [5]. T...