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…
Another example using a radial gradient. 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?
Jerc is right, if you want to do "incorrect" normals, you can use blur nodes and blend to get what you're looking for. I also recently created a node that could help you. https://dl.dropboxusercontent.com/u/10617759/HBNoisePolisher.sbsar
In your first example, the map generated by nDo is incorrect and the one generated by SD is actually the correct interpretation of the height map. 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…