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.