

You can do that by adding an RGB Curves node between the Image node and the Normal node and then changing the curve in the ‘G’ channel to match the curve in the screenshot below. However, all normal maps on are ‘DirectX’ normal maps, but Blender uses ‘OpenGL’, which means we have to invert the Green channel of the normal map. Normally, it should be plugged into the Color input of a Normal Map node, which then should be plugged into the Normal input of the Principled BSDF. The Normal map defines in which direction a part of a surface is faced, which is used to create detailed shadows and highlights.

Using the Scale slider of the Bump node, you can control how much the geometry should be displaced.Īlso, make sure that the Displacement method in the Material Settings is set to either ‘Displacement’ only or to ‘Displacement and Bump’. Make sure the image file’s color space is set to Non-Color Data here as well. If you want to use it for actually displacing the geometry of your object, it should be plugged into the Height input of a Displacement node, which then should be plugged into the Displacement input of the Material Output node. Using the Strength slider of the Bump node, you can control the strength of the effect. Make sure the image file’s color space is set to Non-Color Data. If you want to use it for create detailed shadows and highlights, it should be plugged into the Height input of a Bump node, which then should be plugged into the Normal input of the Principled BSDF. The Height map can be used to create detailed shadows and highlights on a material or to actually displace the geometry of an object. Lower gamma means rougher surface and vice versa. Optionally, you can add a Gamma Node to easily the roughness of the material. It should be plugged into the Roughness input of the Principled BSDF. The Roughness map defines how rough a surface is. Make sure the image file’s color space is set to Color. It should be plugged into the Base Color input of the Principled BSDF. The Base Color map defines the color of a surface. Apart from the Displacement section, this setup works for both Cycles and Eevee. Usage of most materials using the Principled Shader.
