Fix for Normals are inverted

Hello,

Unfortunately i cannot edit the tuorials, (at least i have not found out how)

When creating a normalmap, based on a hightmap, my understanding is that ‘whiter’ areas are higher then ‘darker’ areas. However neotexture takes it the other way.

To solfe the issue i have simply added two additional nodes, a Constant Color node set to white, and a Blend node,

The blend node input #1 gets connected with the constant color, and the blend node input #2 gets connected with the heightmap.

As blend mode use substract. Now you should get an inversed heightmap which can be used to generate the normal maps.

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