Light
Filters / Normal Map
Creates a directional grayscale mask from a normal map.
Inputs
input: RGB encodes XYZ normals from -1 to 1. Uses world-space directions with +Y up.
Parameters
| Parameter | Type | Default | Range | Description |
|---|---|---|---|---|
horizontal_angleHorizontal Angle | float | 0.25 | 0 to 1 | Direction in turns around +Y: 0 faces -X, 0.25 faces +Z, 0.5 faces +X, and 0.75 faces -Z. |
vertical_angleVertical Angle | float | 0.125 | 0 to 1 | Elevation in turns: 0 is the XZ plane, 0.25 points up (+Y), and 0.75 points down (-Y). |
highlight_glossinessHighlight Glossiness | float | 0.5 | 0 to 0.999 | Sets the lower threshold of the directional response. 0.5 gives diffuse lighting; higher values isolate tighter highlights. |
highlight_levelHighlight Level | float | 0 | 0 to 1 | Moves the white threshold toward the glossiness threshold. 0 gives the full falloff; 1 gives a hard threshold. |
Outputs
output(default format:r32float)