Okay, I'm still pretty new to Substance Designer and I'm trying to wrap my head around how the Normal node actually works.
I've made a small example:
Tiles generated in Substance Designer
Tile map converted with the Normal Node inside of Substance Designer
Tile map converted with the Normal Node inside of Substance Designer with 10 intensity
Same map converted with nDo
From the description of the normal node, it basically says that it treats the grayscale as a height map. Then why does no gradient show up in the Substance Normal Node?
And how would I got about actually creating an output similar to the one I made with nDo?
Replies
Map generated in Substance Designer
Converted with Normal Node
Converted with nDo
How exactly do I smooth out the harsh edge made with the Normal Node, like I did in nDo?
A linear slope is represented on a normal map by a color, not by a gradient. The gradient generated by nDo would mean that the tiles would be curved instead of being just flat bent tiles.
In your second example, again the map generated by SD is correct. nDo probably introduce some blurring to the original shape while generating the normal. You can add a HQ blur node to your shape before the tnormal map filter to get the same result.