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Normals ​

Normal maps, bump from height, normal blending.

Generated from the node library. Socket types: number (grey circle), colour (yellow circle), vector (purple diamond). Any output can feed any input; when the types differ, pick a conversion on the input (right-click it). See how nodes connect.

Normal map ​

Turns a normal-map colour into a surface direction. Connect the result to Output > Normal.

Works in: material, object shader

Inputs

InputTypeWhen not connected
Mapcolour0.5, 0.5, 1.0
UVvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
strength10..4-

Output: number

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Image texture (Colour) → Normal map (input Map) → Output > Base color.

Bump from height ​

Makes bumps from a height value. Connect the result to Output > Normal.

Works in: material, object shader

Inputs

InputTypeWhen not connected
Heightnumber0.0

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
strength10..10-

Output: number

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Noise texture (Factor) → Bump from height (input Height) → Mix colour (Factor).

Normal strength ​

Blends between the surface normal and the connected normal.

Works in: material, object shader

Inputs

InputTypeWhen not connected
Normalvectorsurface normal

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
strength10..4-

Output: number

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Normal strength (input Normal) → Color ramp → Output > Base color.

Normal blend ​

Adds a detail normal on top of a base normal.

Works in: material, object shader

Inputs

InputTypeWhen not connected
Basevectorsurface normal
Detailvectorsurface normal

Output: number

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Normal blend (input Base) → Color ramp → Output > Base color.

Normal to colour ​

Shows a normal as a colour (for previews and debugging).

Works in: material, object shader

Inputs

InputTypeWhen not connected
Normalvectorsurface normal

Output: number

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Normal to colour (input Normal) → Color ramp → Output > Base color.

Noise bump ​

Bumps the surface with fractal noise. Connect to Output > Normal.

Works in: material, object shader

Inputs

InputTypeWhen not connected
Coordsvectorworld position

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale40.05..100-
strength10..10-

Output: number

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Noise bump (input Coords) → Color ramp → Output > Base color.

Height to normal ​

Makes a normal-map colour from the height in a texture slot. Feed it to Normal map.

Works in: material, object shader

Inputs

InputTypeWhen not connected
UVvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
slot00..2-
tiling10.01..100-
strength40..32-

Output: number

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Texture coordinate (World) → Mapping (scale 4) → Height to normal (input UV) → Color ramp → Output > Base color.

Bump ​

Surface relief from a height value; connect to Output > Normal.

Works in: material, object shader

Inputs

InputTypeWhen not connected
Heightnumber0.0
Strengthnumber1.0
Distancenumber0.1

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
invert00..1-

Output: number

Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.

Example: Noise texture (Factor) → Bump (input Height) → Mix colour (Factor).

Kvas Engine