Overview
The entry node for converting an ordinary image into a Surface. It combines the
visible image with height, normals, emission, roughness, material IDs, face IDs, and
other maps.
You can start by connecting only albedo. Add a height map or emission map later to
inspect the lighting in Surface Light Preview.
Usage tips
- This is the door from 2D assets into lighting. Even without 3D Solid or Model nodes, hand-drawn art plus a height map can use the Surface lighting path.
- The go-to setup is
image_load(็ตต) โ albedo+height_from_image(ๅใ็ตต) โ heightโsurface_light_preview, adding light and shadow to hand-drawn art after the fact. - For emission from a lamp or magic effect, connect an image containing only the
luminous area to
emission_map. - For isometric assets, add
face_idso downstream lighting can vary by face.
Common pitfalls
- Lighting makes no difference: only albedo is connected, with no height or normals,
so the Surface is flat. A height map connected to
heightis the minimum needed for depth. - It is unclear which map has an effect: as with
surface_composite, switch the downstream preview between H/N and other submaps and inspect them one at a time.
Examples
- Connect a brick image to
albedoand setmaterial_id=core:brick. - Add a height map so only the recessed mortar receives low lighting.
- Connect an image containing only luminous areas to
emission_mapfor a Surface with lamp or magic emission. - For an isometric floor asset, use
write_face_ids=ONandface_id=iso:topso later face-based lighting and inspection treat it as a floor.
Related nodes
height_from_imageโ estimates the height map and is the most important companionsurface_light_previewโ lights the converted Surfacequick_shadeโ beginner-friendly one-node version of this pathsurface_exportโ exports a map set for an engine