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
| Input | Type | When not connected |
|---|---|---|
| Map | colour | 0.5, 0.5, 1.0 |
| UV | vector | the object's UV |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| strength | 1 | 0..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
| Input | Type | When not connected |
|---|---|---|
| Height | number | 0.0 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| strength | 1 | 0..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
| Input | Type | When not connected |
|---|---|---|
| Normal | vector | surface normal |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| strength | 1 | 0..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
| Input | Type | When not connected |
|---|---|---|
| Base | vector | surface normal |
| Detail | vector | surface 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
| Input | Type | When not connected |
|---|---|---|
| Normal | vector | surface 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
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | world position |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 4 | 0.05..100 | - |
| strength | 1 | 0..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
| Input | Type | When not connected |
|---|---|---|
| UV | vector | the object's UV |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| slot | 0 | 0..2 | - |
| tiling | 1 | 0.01..100 | - |
| strength | 4 | 0..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
| Input | Type | When not connected |
|---|---|---|
| Height | number | 0.0 |
| Strength | number | 1.0 |
| Distance | number | 0.1 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| invert | 0 | 0..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).