Documentation
Filters processing.normalFromHeight
The Normal From Height node on the VFX Loom graph canvas.
Fig. 1 The Normal From Height node in its resting, collapsed state on the VFX Loom graph canvas.

Overview

Converts a height image into an encoded tangent-space normal image for downstream lighting or surface-detail workflows.

Central-difference normal generation; flat normal is (.5,.5,1) and height alpha is preserved.

Category
Filters
Internal ID
processing.normalFromHeight
Version
VFX Loom 1.0

Inputs

InputTypeRequiredDefaultMeaning
height Image Required The image whose selected channel is interpreted as height.

Properties

PropertyTypeDefaultAnimatableRange / optionsEffect
Strength Scalar 1 Yes Hard 0..8 · UI range: soft Scales the slope of the generated normal; higher values make relief appear steeper.
Distance Scalar 1 Yes Hard .25..8 · UI range: soft · Step .25 Sets the sample separation used by the central difference; larger values broaden the height comparison.
Source Channel Enum Luminance Not declared Luminance · Alpha · Red · Green · Blue Chooses Luminance, Alpha, Red, Green, or Blue as the height signal.
Invert X Bool false Not declared Flips the generated normal's X direction.
Invert Y Bool false Not declared Flips the generated normal's Y direction.
Edges Enum Clamp Not declared Clamp · Repeat · Mirror · Black Chooses how neighbouring height samples are read beyond the image boundary.

Outputs

OutputTypeMeaning
normal Image The production node output described by the overview.

Usage

In practice

  • Feed a grayscale height field into Height. Choose Source Channel deliberately when the height signal is carried by alpha or a specific colour channel.
  • Increase Strength for steeper apparent relief; increase Distance to compare samples farther apart. Use Invert X or Invert Y when the normal convention of the consuming material is reversed.
  • Choose Repeat for seamless tiled height maps, Clamp for ordinary bounded images, or Mirror when reflected edge sampling is preferable.

Worked example: Noise → Normal From Height

Turn procedural grayscale structure into a tangent-space normal map that can drive a later material or lighting stage.

  1. Connect Noise or another height image to Height and select the channel carrying the relief.
  2. Start with Strength 1 and Distance 1. Increase Strength for stronger relief before changing the source texture itself.
  3. Use Repeat for a tileable source and verify the X/Y convention against the node that consumes the normal image.

Notes / limitations

  • A flat height field produces the encoded flat normal (.5, .5, 1); the height alpha is preserved in the output.
  • Strength has a hard range but no declared step; Distance has a hard range and a declared step of .25.