MaterialX Normal Map Utilities

   698   2   2
User Avatar
Member
114 posts
Joined: July 2019
Offline
While working with MetaHumans in Solaris, I realized I needed a node to blend normal maps with micro-normal details. So I created a few simple nodes to handle normal maps in MaterialX.

Mtlx Combine Normals
https://www.orbolt.com/asset/FaitelsTech::mtlx_combine_normals::1.0
Combines two normal maps into one using a whiteout-style blend algorithm.



MtlX Flip Normals
https://www.orbolt.com/asset/FaitelsTech::mtlx_flip_normals::1.0
Converts normal maps between DirectX and OpenGL conventions by flipping the green (Y) channel.



MtlX Normals Intensity
https://www.orbolt.com/asset/FaitelsTech::mtlx_normals_intensity::1.0
Adjusts the strength of a normal map by scaling the X/Y components.



MtlX Rotate Normals
https://www.orbolt.com/asset/FaitelsTech::mtlx_rotate_normals::1.0
Performs an axis-angle rotation of the sampled normal vectors (not the texture pattern).
Rotates a normal map's vectors around the tangent Z axis.



The attached zip file contains Indie HDAs; a full commercial license will be available after review on Orbolt.
Edited by FaitelTech - Oct. 6, 2025 18:48:50

Attachments:
Combine_Normals_0.jpg (358.9 KB)
Combine_Normals_1.jpg (383.8 KB)
DirectX_Input.jpg (401.6 KB)
MtlX_Flip_Normals.jpg (390.6 KB)
Normals_intensity_0.jpg (190.5 KB)
Normals_intensity_1.jpg (399.1 KB)
Rotate_Normals_0.jpg (383.2 KB)
Rotate_Normals_180.jpg (375.2 KB)
MaterialX_Normal_Maps_utilities.zip (49.1 KB)

User Avatar
Member
42 posts
Joined: March 2014
Offline
Amazing, I was just looking for a way to control normal intensity and stumbled on this post, how do I add them to my project?
User Avatar
Member
114 posts
Joined: July 2019
Offline
Hi Stinzen, you can either download the Houdini digital assets from the archive or from Orbolt (if you need a full commercial license instead of an Indie license) and place them in the "Houdini preferences folder/otls". After restarting, they'll appear in the material context inside Karma Material Builder under MaterialX -> Normals -> Mtlx Normals Intensity. From there, you can use them like any other MaterialX nodes. These nodes are designed for tangent‑space normals, so they should be applied before the Mtlx Normal Map node. I’m also attaching a sample project, which you can open to verify that the HDAs are installed correctly.

Attachments:
mtlx_normals.hiplc (374.7 KB)
Screenshot 2025-11-27 000449.png (69.0 KB)

  • Quick Links