### 9.4. Normal Map

#### 9.4.1. Overview

This filter generates a normal map from a height map. It's early initial work and a lot more is expected to be done.

We will use a height map created with Section 14.8, “Simplex Noise”:

Figure 17.192. Normal Map Example

The height map

Filter applied with default options, giving the Normal Map

#### 9.4.2. Activating the Filter

This filter is found in the main menu under Filters → Generic → Normal Map….

#### 9.4.3. Options

Figure 17.193. “Normal Map” options

Presets, “Input Type”, Clipping, Blending Options, Preview, Merge filter, Split view

  | Note
  These options are described in Section 2, “Common Features”.

Scale

  The amount by which to scale the heights values: increase or decrease bumps.

  Scale = 2

X Component, Y Component

  The component used for X, Y coordinates: you can choose between the three RGB colors for the bumps.

  Note that if you change these values, new colors are added to the existing colors, giving the complementary colors.

Flip X, Flip Y

  Flip the X, Y coordinates: flip bumps colors, horizontally and vertically. Bumps have a clear border and an opposite dark border, giving a feeling that light comes from a certain direction. To see bumps instead of hollows, light must come from the upper left corner; play with Flip X and Flip Y to get this lighting.

  After playing with Flip X and Flip Y

Full Z Range

  Use the full [0, 1] range to encode the Z coordinates: You can get a more abrupt color gradient.

Tileable

  If checked, the resulting image will be seamlessly tileable. The right side will match the left side and the top will match the bottom. This is interesting if your image will be repeatedly used in a Web background.

9.3. Distance Map |  | 9.5. Dilate

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