Map Type
Surface normals from a height/detail map — RGB encodes XYZ direction.
Method
Classic 3×3 gradient operator — good balance of noise and detail.
Strength
Intensity 100%
Higher values exaggerate surface detail.
Blur
Pre-blur 0
Smooth input before computing normals to reduce noise.
Invert
Flip normal direction per axis. Use to match your engine's coordinate system (OpenGL vs DirectX).
Tiling
Wraps edges so the normal map tiles seamlessly.
Levels
Contrast 100%
Brightness 0
Tone-maps source luminance into the target range.
Detail
Micro-detail 0%
High-pass boost to emphasize fine surface roughness variation.
Invert
Flip light/dark. Bright areas often mean smooth (low roughness) — invert to taste.
Tint
Specular color
Multiplies the grayscale specular by a color (metals often use a tinted specular).
Threshold
Cutoff 65%
Softness 10%
Pixels brighter than the cutoff emit. Softness feathers the edge of the glow.
Emission
Intensity 100%
Keeps the source color of glowing areas, or outputs a white-on-black mask.
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Image Info
Width
Height
File
Format
Normal Preview
R (X)
G (Y)
B (Z)
Hover over the result to inspect individual normal values below.
X
Y
Z
Pixel
Tips
• Use height maps for best results
• Increase strength for low-contrast inputs
• Pre-blur to smooth noisy photos
• Toggle Invert G for DirectX convention
• Enable Tiling for repeating textures