What is it for?
- Updating lighting after processing a height map
- Rebuilding normals at any point rather than only after Surface Composite
- Creating edge-continuous normals for a tile height map
Overview
Rebuilds a normal map from a height map. If the height changes without this step, lighting continues to use the old relief. This node maintains consistency by performing the rule “after editing height, rebuild normals” in one step.
Usage tips
- The go-to position is
surface_unpack → (process height with image filters) → surface_rebuild_normal (connect to height_map). Highlights in Light Preview then follow the edited relief correctly. - For a tile asset, wrap settings create normals that continue across the edges, avoiding seams when the tile repeats.
- It is unnecessary when height has not changed;
solid_renderalready produces consistent normals.
Related nodes
surface_unpack/surface_set_map— before and after height processingheight_from_image— entry point for creating height from an imagesurface_light_preview— reviews the effect of normalsVersion: 1
Examples
[Surface] → surface → [Surface Unpack] → height → [Levels] → [Surface Rebuild Normal] → surface
↑
height_map
After strengthening or otherwise processing height, pass it through this node so Surface Light Preview can produce highlights that follow the relief.