Normal Map
Generates a tangent-space normal map from an image, converting height information to surface normals for 3D lighting.
Normal Map converts a height map (grayscale image or alpha channel) into a tangent-space normal map suitable for 3D rendering. The RGB channels encode surface orientation: red = X-axis tilt, green = Y-axis tilt, blue = Z-axis (facing up).
Source selects whether to derive height from the image’s Luminance (brightness) or Alpha channel. Strength controls the intensity of the surface relief. An optional pre-blur smooths the height map before computing normals, which reduces noise artifacts in the output.
Parameters
Section titled “Parameters”Pins
Normal Map
Which channel to derive the height map from
Height-to-normal scale. Higher = steeper normals
Pre-blur the height map to smooth noisy normals
Flip the Y component for engines that expect bottom-up tangent space
Usage Tips
Section titled “Usage Tips”- Use Luminance source for grayscale height maps; Alpha source for height stored in the transparency channel.
- Higher strength values exaggerate the surface relief. Start around 2.0 and adjust visually.
- Enable Invert Y to switch between OpenGL (default) and DirectX normal map conventions.
- Add a small blur (0.5–1.0) to smooth noisy source images before normal computation.