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
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.
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?
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.
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.
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.