9.4. Normal Map

9.4.1. Visão-geral

This filter generates a normal map from a height map. It's early initial work and a lot more is expected to be done.

We will use a height map created with Seção 14.8, “Simplex Noise”:

Figura 17.182. Normal Map Example

Normal Map Example

The height map

Normal Map Example

Filter applied with default options, giving the Normal Map


9.4.2. Activating the Filter

This filter is found in the main menu under FiltersGenericNormal Map….

9.4.3. Opções

Figura 17.183. Normal Map options

“Normal Map” options

Presets, Input Type, Clipping, Blending Options, Preview, Merge filter, Split view
[Nota] Nota

These options are described in Seção 2, “Common Features”.

Scale

The amount by which to scale the heights values: increase or decrease bumps.

Scale = 2

X Component, Y Component

The component used for X, Y coordinates: you can choose between the three RGB colors for the bumps.

Note that if you change these values, new colors are added to the existing colors, giving the complementary colors.

Flip X, Flip Y

Flip the X, Y coordinates: flip bumps colors, horizontally and vertically. Bumps have a clear border and an opposite dark border, giving a feeling that light comes from a certain direction. To see bumps instead of hollows, light must come from the upper left corner; play with Flip X and Flip Y to get this lighting.

After playing with Flip X and Flip Y

Full Z Range

Use the full [0, 1] range to encode the Z coordinates: You can get a more abrupt color gradient.

Tileable

Generate a tileable map: