Hi,
When you author a simple PBR material in Substance Designer, your height map will eventually be converted to normal when working in Substance Painter.
Is the process of conversion as simple as using a Normal or Normal Sobel node with intensity set to X? How I can preview roughly the same result in Designer?
(EDIT: It seem like using Normal Sobel with Intensity 5; But IF the height map passthrough a Base Material node, make sure Height Position is 0.5 and Height Range is 1 to get the same result...)
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This leads to another problem: I can't seem to find a constant Normal Sobel intensity in SD that always give me the same Normal output as the automatic Height 2 Normal conversion in SP. I can get one material to match but the same value will be wrong when dealing with another material.
I put the Normal Sobel output through a Material Transform with 25% width and height. And for reasons I don't fully understand, it results in the need to increase Normal Sobel intensity, from 5 to 20 (exactly 1 / 0.25 = 4 times), to get the same result as Height 2 Normal conversion in SP.
Height in sp is signed so the range goes from -1 to 1 rather than 0 - 1
Also, fwiw I try not to mix normal and height outputs from the same material in Painter. Things are a lot simpler if you stick to height.
Added benefit: I can expose an intensity control for Normal, so if I am not happy with the height -> normal in SP, I can switch to actual normal and adjust intensity.