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Normal Map Generator


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You can generate a Normal Map using Lighting live filter.

Normal_Map_Generator.afphoto

Normal_Map_Generator.afassets

1. Open your texture in Affinity Photo.
2. Use the attached file or assets file.
3. In the Lighting ilve filter settings, load the same texture.
 




Added AO generator.
 
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Can you give some more text info on the proces of making an normal map with Affinity Photo?

I get a bit lost on the step where the original image disseapears and on the load bump map step automaticaly is loaded again?

Maybe i miss a hotkey that i am unaware of as i am new to Affintiy Photo. As a workaround i just loaded the orignal image in the on load bump map step.

Can i just export the endresult to get an useable normal map texture or do i need to combine some layers first?

I also saw your normal map painting post: very nice. How would i go about to paint over this generated normal map? Do i need to add another layer?

And thanks for making this possible in the first place. But i am in need of some more explanation to be able to use it to its full potential.

Edited by mvdhoning
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Previous explanations were insufficient for new users. More detailed explanations: 


Installing

1. Download and install the Normal_Map_Generator.afassets file by simply dragging it into the program window.

2. Open the "Assets" panel (View > Studio > Assets), and select "Normal Map Generator" from the list.

Normal_Map_Generator_1.png.9dd962c440f983afea62d488ad809ae6.png


Using

1. Open in AP the image that you want to convert to a normal map.
This step is necessary in order to create a document with the target resolution.


2. Drag and drop the blue "Normal Map" icon from the "Assets" panel, into your document.

Normal_Map_Generator_2.png.072600aaee10b30a0837552749e9f197.png


You should get this set of layers:

Layers_1.png.ca8e489420d5285531857364c69cde79.png

 

3. Expand the group, and hide or delete the "Logo" layer.

Layers_2.png.5966fbc6a915c1c340ac180ba0fe978d.png

 

4. Double-click on the "Lighting" layer and its settings will open. Click on the "Load bump map" button, and select the same texture you opened in step 1.

Lighting_Filter_1.png.0f1bd80054b8afcc3540e9f2815e5aa9.png

 

5. Use the "Texture" slider to adjust the bump value.

Lighting_Filter_2.png.d32968c37563f21abd0b505409b36630.png

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@telemax  Thank you very much.  This is wonderful!  Saves so much time I have formerly spent using overlays and lighting to create wild and wooly styles for use with illuminated text!  The beauty of your Normal Map Generator is that color of the finished image can be easily changed from the Lighting Panel even using umpteen gazillion specific colors from Swatches!   Oh my!  From tans to periwinkle blue in 5 seconds using the Ambient Occlusion Generator!

975380538_corrupted-overlayjpg.thumb.jpg.4dc36e25dcd7b5d31a33ee32d20e6f7a.jpg
 

1126737135_mapgenerator.thumb.jpg.1ebd82e5bca693cf75aaccfc461e8b7f.jpg


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@jmwellborn wow, it looks like you're not using it for 3D graphics and 3D models, but for something else in 2D.

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22 hours ago, telemax said:

@jmwellborn wow, it looks like you're not using it for 3D graphics and 3D models, but for something else in 2D.

Definitely for something else!

But when I discover a perfectly wonderful Asset, I think, "h'm, wonder what would happen if . . ." and your Normal Map Generator and Ambient Occlusion Generator are both humming away over here.  Two examples below, both using your Normal Map Generator asset, with some final fiddling with a texture macro I have cooked up for giving letters some depth, and the ancients have nothing on me! 

521463611_ScreenShot2021-02-15at4_11_01PM.png.ab990c5742a52ce21179a764da647c70.png1970717748_AwithMAPzanazabar.png.886ed8f1066b5b1143243942928deca4.png807504881_RwithMAP.png.e1201c2ec05bce5d00a00a2dd9ba8e37.png

 

 


24" iMAC Apple M1 chip, 8-core CPU, 8-core GPU, 16 GB unified memory, 1 TB SSD storage, Ventura 13.6.7.  Photo, Publisher, Designer 1.10.5, and 2.5.5.
MacBook Pro 13" 2020, Apple M1 chip, 16GB unified memory, 256GB  SSD storage
,  Ventura 13.6.7.   Publisher, Photo, Designer 1.10.5, and 2.1.1.  
 iPad Pro 12.9 2020 (4th Gen. IOS 16.6.1); Apple pencil.  
Wired and bluetooth mice and keyboards.9_9

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You may find it useful to use ready-made PBR texture sets. They are designed for 3D graphics, but they can also be used in 2D, to create very realistic surfaces.

The AP allows you to use a ready-made PBR texture set. You will need at least 3 of the PBR texture sets, Height, Albedo, Normal.

You can buy PBR or download it for free:
https://www.textures.com/browse/pbr-materials/114558
https://ambientcg.com
 

PBR.png.32485c25f0e62a854fb29673fa5de689.png

The Height map must be loaded into the Lighting filter by pressing the "Load bump map" button in the Lighting filter settings. For the Height map, it is preferable to use a 16-bit PNG.

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1 hour ago, Sonny Nguyen said:

This is time saver! Quick and easy as hell, works like a charm! Thank you! Can I share your post/add-on on my youtube channel (all the credit back to you, of course)? I'll introduce your add-on as a tips for 3D/affinity users?

Yeah, sure. There is also an addition to this:

 

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  • 2 months later...
1 hour ago, Jasmeet said:

is this generator cc0/royality free, can i used this generator in my commercial project.

Yes, of course you can use it for commercial projects, or other tasks, without any limitations.

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Thank you very much. Really great asset.

Is it possible to speed up the process a little bit more by automatically deleting the logo and loading the bump map?

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19 hours ago, NNN said:

Thank you very much. Really great asset.

Is it possible to speed up the process a little bit more by automatically deleting the logo and loading the bump map?

Removing the logo will make the Asset invisible in the Asset panel, but you can do it.

It is not possible to automatically load and update the bump map, unfortunately. 

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For those interested, you can combine normal maps with this asset as well. I have been looking for a method without using an extensive node-tree and what-not in Blender, or it seems to lose data from either maps in the mix. I use this to create surfaces for variation.

Add another generator or copy the one you already have, choose a bump map you'd like to combine for this new group, and set the top normal map group to overlay.
nmap-combo-menu-overlay.jpg.24e32ed590a652e75bef151f5a32a103.jpg

You can then adjust the texture value in the Live Lighting in each group at the level you'd like it to be and - Voila! - you have combined two maps in one go without any notable loss in quality.

Here is my experimentation (not used for any good, but is just to show how it will look):

My top-most normal map (and the one set to overlay):

nmap-tech.thumb.jpg.cb08c93d8280f805845d059f5d896bba.jpg

The one I'd like to combine it with:

nmap-tiles.thumb.jpg.4d3f183f7a204d59cf5e49df2780a181.jpg

And the result (after adjusting the texture levels on each Live Lighting to where I'd like them to be):

nmap-combo.thumb.jpg.75d071c2d4a5be859a84d0c42f028760.jpg

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