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Height to Normal Gradient...

polycounter lvl 12
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IchII3D polycounter lvl 12
Hey guys, I only started using Substance recently and came across something that is confusing me.

In this little test I have created a 'Gradient Linear' to simulate the input of an angled 'Height Map'. I would expect this to create a gradient normal map. But its coming through flat...

Anyone got any ideas?

SubstanceDesigner_IssueGradient01.JPG

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  • IchII3D
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    IchII3D polycounter lvl 12
    Ah turns out I was using the wrong node, I should have been using 'Height to Normal Blend'. If anyone else comes across this issue hopefully this answer will help.
  • m4dcow
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    m4dcow interpolator
    For the normal node, I have found that you need to crank up the intensity for it to show. However with a linear gradient, it should show as a solid coloured normal because it is denoting a constant angle.

    I also see you are blending a flat normal with the result of the normal node to get rid of the alpha, a cleaner approach would be to use a levels node, select the alpha channel, and then levels_out_low (black arrow lower left) all the way to the right or set to one if you use value inputs.
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