This is a little Blender shader node group which converts the output of a Bump node into a tangent space normal map. Useful if you want to create a normal map from a shader without the need for baking.
This .blend file also contains it being used with a procedural plaster/drywall texture to demonstrate it. It was created with Blender version 4.1.1 Stable so I reccomend that you use this with that version or later.
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Open up a new Blender window
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Set
Render Properties > Color Management > View Transform
toRaw
. This ensures that the color info will be exported correctly. -
Go to
File > Append
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Use the newly opened browser to search for the .blend file in the repository.
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Once you find the .blend file, double-click on it. This will take you inside the .blend file.
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Double-click the
NodeTree
folder. There should be one NodeTree calledBump Vector to Normal Map
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Hit Append.
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Make a new material. It should start off with a Principled BSDF.
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Create a Bump node, and attach something like a Noise Texture node into the Height socket.
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Plug the output of the Bump node into the Normal socket of the Principled BSDF.
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Plug the output of the Bump node into the Surface socket of the Material Output.
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Add the appended NodeTree by going to
Add > Group > Bump Vector to Normal Map
. Insert it between the Bump node and the Material Output. You should see that it generated a normal map texture.