Houdini 20.0 Nodes VOP nodes

Bump To Normal Map 2.0 VOP node

Compute a tangent-space normal map from a bump map

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Since 16.0

This VOP will compute a tangent-space normal map from an input bump map. The normal map is computed using the gradient of the bump map. In this sense the effect is not based on geometry, but rather the content of the bump map.

Inputs

Map

Bump map to convert. This should be a greyscale texture map describing the height of bumps on the surface.

Output Normal Space

Determines the coordinate space of the output normal. 0 to 1 matches the output of packages that encode normals using 8-bit images. -1 to 1 uses natural coordinates.

Flip X

Toggle flipping of the X axis. Various packages may expect normal maps in different spaces. The flipX and flipY parameters allow you to match these various spaces.

Flip Y

Toggle flipping of the Y axis. Various packages may expect normal maps in different spaces. The flipX and flipY parameters allow you to match these various spaces.

Height Scale

Determines the height of the resulting normal. Unlike bump maps, normal maps must encode the bumped normal directly. Adjust this parameter to control the height of the bump effect.

S Coordinate

Coordinate describing the first coordinate of the UV basis. If not connected this defaults to the s global variable.

T Coordinate

Coordinate describing the second coordinate of the UV basis. If not connected this defaults to the t global variable.

Outputs

Output Normal

Computed tangent-space normal.

See also

VOP nodes