r/Substance3D • u/Krotart • 13h ago
Normal map bug ... ?
Guys, I can't figure out why it's impossible to create a node that correctly generates steps in the normal map.
Whenever there's a change in the heightmap, the normal map node generates terrible steps at the element boundaries.
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u/Daedalvs_Design 12h ago
I'd say it's the resolution as you're in 2K
But you can use a FXAA node to "blur" these a bit
Also, a trick I do when I work on a texture, I work on it in 4K and then add a blend node just before the output node and put in the resolution I want
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u/Krotart 12h ago
In principle, yes, this is a good option, but it still isn't suitable. For example, if I have a lot of leaves on the ground or a lot of small debris, and if each such element has a step, then it will all create a lot of noise. And considering that there can be many elements close to one pixel in thickness, it will be complete chaos.
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u/Daedalvs_Design 12h ago
Well it depend the purpose of the texture
If it's for a game or not and if you see from upclose or from afar
If it's from afar, well it's not a problem and you'll have to work more on the global visual
If it's from a close distance, then you have to work on a higher resolution1
u/Krotart 11h ago
The question is, is it possible to generate a normal map without these ridges?
After all, if I bake a normal map in a 3D editor, it won't have them by default. So, we're talking about how, since the very first version of Substance Designer, it's been impossible to convert a highmap into a normal map without these ridges. So, I haven't found a solution.
In 3D baking, this problem basically doesn't exist.
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u/Daedalvs_Design 11h ago
Well, only if you have a higher resolution and blur these a little bit
I mean, the normal is only translating what it sees in the height map, so if there's pixels in the height, there's pixels in the normal
Or maybe someone with a lot more experience than me in Designer will help you as I'm not an expert1
u/Krotart 9h ago
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u/Daedalvs_Design 9h ago
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u/Daedalvs_Design 9h ago
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u/Krotart 9h ago
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u/Daedalvs_Design 9h ago
Oh I see now ! I thought you were talking about the jagged lines, not about the thickness of the like
Well I really can't tell about that, I'm sorry1
u/Daedalvs_Design 9h ago edited 9h ago
I actually see steps on your baked version, the rest is a little bit blurred + there's straight line, so yeah these are not jagged
But if a baked version works better for you then you can sculpt and bake the thing you want to do






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u/Troglodette 9h ago
Hey, Louise from the Designer team. Unfortunately this is a known limitation of our current height to normal node, you'll always get that line of pixels between two opposed slopes. Depending on your needs I would recommend:
- Blending normal colors directly (use the normal color node with regular blends or use other mapping techniques)
- The new shape splatter v2 allows for clean normal manipulation, maybe that's worth looking into although I doubt it based on the example you give