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Normal Map

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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.

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ImageImage
InputRequired
ImageImage
Output

Normal Map

SourceChoice
Default: Luminance

Which channel to derive the height map from

  • LuminanceDerive surface height from the image brightness — bright areas are high, dark areas are low.
  • AlphaDerive surface height from the alpha channel — useful for height stored in transparency.
StrengthNumber
Default: 2.0 Range: 0.1–50.0

Height-to-normal scale. Higher = steeper normals

BlurNumber
Default: 0.0 Range: 0.0–10.0

Pre-blur the height map to smooth noisy normals

Invert YToggle
Default: false

Flip the Y component for engines that expect bottom-up tangent space

  • 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.