PBR and normal map set up?

I got some roof tile and use the PBR

added the normal map node on image normal and tied it ot the normal input on PBR
added a math mult and tried to control the intensity but did not work !

is there a set up to be able to change the 3D effect with PBR ?

also tried the bump map node and still unable to change intensity

thanks
happy bl

A few things here:
The Normal Map node needs a normal map image as input, not a regular color image. Also, in the Image Texture node, set the Color Space to Non-Color.

The Displacement node requires a height map - a gray-scale image - Black is low, white is high, with 50% gray being the mid-level. (Also Non-Color)

Both of these methods only fake the look of 3D. The silhouette of the object will still be a line (straight for a Cube, curved for a Sphere, for instance).

To get the silhouette to show actual displacement you need to use the Displacement modifier with a height map. This requires a lot of vertices - for example, use a Subdivision Surface modifier at level 3 or 4 before the Displacement modifier. I usually also add a Subdivision Surface modifier at level 1 after the displacement node to smooth things out.

Your results will depend on the quality of your normal or height maps so if you need the highest quality image, pay for them. Many sites offer packs that have the diffuse, normal, and height maps for a given texture (as well as specular and maybe others I am not thinking of).

For a background object (i.e., not the center of attention in the image) you can fake a height map in an image editor for displacement, and use a program like xNormal to create a normal map.

I do have 2 maps
diffuse color and normal map

but still cannot control the effect of the normal

do you have a nodes set up for using these image maps?

I can do it with proc texture but not with UV images
so wondering why ?

thanks
happy bl

Here’s a regular setup with a normal map, hope it helps …

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got that set up working
but the Normal map does not give a lot of linear changes on strength

not certain it is normal

is there another set up to give more control of the strength ?

I do have a displacement and spec map too
is there a set up for all these 4 map with UV images and PBR

will test other parameter in the PBR node might help

thanks
happy bl

look at my render in first post
the monkey has a very strong 3D effect form the normal map
and having problem to control it !

thanks
happy bl

Post a setup of your nodes and pic of normalmap.
Tbf the albeo just looks like a regular photo and i dont see any “3D effect” at all.

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I got maps from a site with 4 maps type
so it is a diffuse color - albedo map

I use same nodes then yours
will PM link

thanks
happy bl

Try the normal map on a sharp glossy. Observe if increasing the effect from 0 tilts the normal in the right direction. If not, you may have to invert the channel. So separate XYZ, invert whatever, and combine XYZ. Can’t remember if re-normalization is required.

I don’t see the monkey having a “stronger 3D effect” - not sure what that even means. Normal and bump maps only shifts the normal off the base normal. Does something change if you rotate the normal map 90 degrees?

looks like the images have some problem using PBR !

I found another site and got new maps and now I can change the normal intensity - a lot more then the first site

so I guess not all maps are created equally - not same quality

thanks
happy bl

But you didn’t do as anaho asked; post picture of the nodes and pic of normalmap.
You’re leaving us with a very vague description of a problem.

nodes is like in post 4
look at first post for image using the old maps
I could not change the Normal map intensity
cause of bad images somehow

when you say sharp glossy you mean increase the glossy in PBR
and see if it affects the normal map values

will test that
and try with the separate XYZ
have not use that one before could be an inverted value!

note:

mind you with the latest maps from another site it seems to work fine now

thanks
happy bl

did test by changing the Metallic and spec and does not change anything

done test by inverting the Y output and this does gives a lot more changes
for adjusting the normal values but it also makes it go from bright to dark

here is the sample file bad images for test purpose
with pack images

http://pasteall.org/blend/index.php?id=52861

thanks
happy bl

From my point of view, everything is fine with your file. I don’t know but maybe you have too high expectations regarding the effect of a normal map. In the attached sample image I removed the color map to make the effect of the normal map clearer and activated soft shading for the monkey, because otherwise the effect gets lost in the hard transitions of the faces.

the render seems to have a lot of hard bumps
from whatever source

will re test to see if it is from normal map or the diffuse map

but with new maps I have a linear control over the normal map which is not there with the old maps

anyway I got other maps and seems to work now

thanks
happy bl

Just the normal plugged into a sharp (or roughness = 0) Glossy BSDF.
I can’t find anything wrong about the normal map, but the texture is not seamless, and the diffuse is an old style diffuse texture rather than an albedo map. Albedo maps are not supposed to have lighting information baked into them. If you want “proper 3D” effect from it, it should also come with a height map for displacement mapping - that way any shadows will react properly to light direction. Also, verify that albedo map is actually within expected range for the material, using a PBR albedo cheat sheet. Don’t forget that a roughness map is the map that gives the most visual impact - you had none included.

If I went with this setup, I would use albedo → bw → color ramps in order to get info for the specular and roughness channels. Near zero specular in the shadow areas and mid gray in the high tones. Albedo contains too much noise to be useful as is for a height map for displacement, maybe use some online generator to convert it. Finally, I would put the test roof at an angle in a fitting environment map for tweaking, not studio lights. You also should only use z rotation for environment maps.

@Carl
thanks will try your nodes set up and see how it goes

but the PBR is not use on output ?
is there a mix shader missing ?

I forgot to mention I did this in old 2.79
but will port it to 2.81

happy bl

I opened the file in 2.82 beta without GUI, and it broke the Blender session - couldn’t go into camera mode. I had to append the plane into my own custom startup file.

not backward compatible !

try to append the objects in 2.82
I also have an HDRI map in there

is there a general set up using maps like
diffuse Nor + displ + Spec

have not played with PBR with all images in a while !

thanks