Yotsuba Games
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Image to Surface

image_to_surface

Bundles a visible image with optional height, normal, emission, roughness, and material information.

Reviewed
Guide available
The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
่ฆ‹ใŸ็›ฎใฎ็”ปๅƒ
albedo
Image
Required
ๆœ€็ต‚็š„ใซ่ฆ‹ใˆใ‚‹่‰ฒใฎ็”ปๅƒใงใ™ใ€‚
้ซ˜ใ•
height_map
Image
็™ฝใ„ใปใฉ้ซ˜ใใ€้ป’ใ„ใปใฉไฝŽใ„้ซ˜ใ•ใƒžใƒƒใƒ—ใงใ™ใ€‚
ๆณ•็ทš
normal_map
Image
้ขใฎๅ‘ใใ‚’่กจใ™ใƒžใƒƒใƒ—ใงใ™ใ€‚ๅ…‰ใฎๅฝ“ใŸใ‚Šๆ–นใซไฝฟใ„ใพใ™ใ€‚
ใใผใฟใฎๆš—ใ•
ao_map
Image
ใใผใฟใ‚„้š™้–“ใ‚’ๆš—ใใ™ใ‚‹็™ฝ้ป’ใƒžใƒƒใƒ—ใงใ™ใ€‚
็™บๅ…‰
emission_map
Image
่‡ชๅˆ†ใงๅ…‰ใ‚‹ๅ ดๆ‰€ใจ่‰ฒใ‚’ๅ…ฅใ‚Œใ‚‹ใƒžใƒƒใƒ—ใงใ™ใ€‚
ใ–ใ‚‰ใคใ
roughness_map
Image
็™ฝใ„ใปใฉใƒžใƒƒใƒˆใ€้ป’ใ„ใปใฉ้‹ญใๅ…‰ใ‚‹ใƒžใƒƒใƒ—ใงใ™ใ€‚

Output Ports

NameTypeDescription
ใ‚ตใƒผใƒ•ใ‚งใƒผใ‚น
surface
Surface
ๆŽฅ็ถšใ—ใŸ็”ปๅƒใ‚’ใพใจใ‚ใŸใ‚ตใƒผใƒ•ใ‚งใƒผใ‚นใงใ™ใ€‚
ใƒ—ใƒฌใƒ“ใƒฅใƒผ
preview
Image
่ฆ‹ใŸ็›ฎใฎ็”ปๅƒใ‚’ใใฎใพใพ็ขบ่ชใ™ใ‚‹ใƒ—ใƒฌใƒ“ใƒฅใƒผใงใ™ใ€‚

Parameters

NameTypeDefaultRangeDescription / Options
็ด ๆID
material_id
Text
core:defaultโ€”

ๆœ€ๅˆใซๅ…จใƒ”ใ‚ฏใ‚ปใƒซใธๅ‰ฒใ‚Šๅฝ“ใฆใ‚‹็ด ๆIDใงใ™ใ€‚ไพ‹: core:brickใ€core:metal

็ด ๆIDใ‚’ๅ…ฅใ‚Œใ‚‹
write_material_ids
Bool
trueโ€”

ONใซใ™ใ‚‹ใจใ€็”ปๅƒๅ…จไฝ“ใซ็ด ๆIDใƒžใƒƒใƒ—ใ‚’ๆŒใŸใ›ใพใ™ใ€‚

้ขID
face_id
Text
surface:defaultโ€”

ๆœ€ๅˆใซๅ…จใƒ”ใ‚ฏใ‚ปใƒซใธๅ‰ฒใ‚Šๅฝ“ใฆใ‚‹้ขIDใงใ™ใ€‚ไพ‹: iso:topใ€iso:left-wall

้ขIDใ‚’ๅ…ฅใ‚Œใ‚‹
write_face_ids
Bool
falseโ€”

ONใซใ™ใ‚‹ใจใ€็”ปๅƒๅ…จไฝ“ใซ้ขIDใƒžใƒƒใƒ—ใ‚’ๆŒใŸใ›ใพใ™ใ€‚ๅฃใƒปๅบŠใƒปๅฑ‹ๆ นใชใฉใฎ้ขใ‚’ๅพŒใ‹ใ‚‰่ฆ‹ๅˆ†ใ‘ใŸใ„ๆ™‚ใซไฝฟใ„ใพใ™ใ€‚

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(ๅŒใ˜็ตต) โ†’ height โ†’ surface_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_id so 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 height is 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 albedo and set material_id=core:brick.
  • Add a height map so only the recessed mortar receives low lighting.
  • Connect an image containing only luminous areas to emission_map for a Surface with lamp or magic emission.
  • For an isometric floor asset, use write_face_ids=ON and face_id=iso:top so later face-based lighting and inspection treat it as a floor.

Related nodes

  • height_from_image โ€” estimates the height map and is the most important companion
  • surface_light_preview โ€” lights the converted Surface
  • quick_shade โ€” beginner-friendly one-node version of this path
  • surface_export โ€” exports a map set for an engine
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Image to Surface โ€” PixPipeline Node Reference