Job: Normal From Height
This documentation is for update 2.0+, applied to 5.4+.
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This documentation is for update 2.0+, applied to 5.4+.
Last updated
Was this helpful?
Input Settings
Heightmap Channel: The channel of the Heightmap in the Input Heightmap.
Use Derivative: Whether to use Derivatives or Texture Data Offsets to calculate the normal.
Offset: Offset of the Heightmap in the output Normal Map.
Normal Intensity: Intensity of the output Normal Map.
Blur
Use Blur: Whether to blur the output Normal Map.
Blur Distance: Distance of blur in UV space.
Blur Distance Steps: Number of steps along distance.
Blur Radial Steps: Number of radial steps to perform.
Blur Radial Offset: Number of radial steps to perform.
Blur Kernal Power: Number of radial steps to perform.
Output Settings
Texture Resolution: Resolution of the Output Texture.
Texture Format: The format of the Output Texture.
Texture Compression: The compression format of the Output Texture.
Texture Mip Settings: The Texture Mip of the Output Texture.
Compress Without Alpha: Whether to include the Alpha in the compression of the Output Texture.
SRGB: sRGB is only available in 8-bit due to engine limitations. NOTE: This sRGB checkbox only affects the gamma of the Output Texture. The output UTexture2D will NOT be sRGB due to engine limitations.
Generate Settings
Output Texture Name: The name of the Job and Output Texture. This will be numbered up automatically if the file already exists.
Output Path: The relative path for the Output Texture.
Export Settings
Export: Whether to export the output to disk when generated.
Export Path: The absolute path to export the Output Texture.
Export Settings
Format: The desired output image format to write to disk.
Compression Quality: An image format specific compression setting. Either 0 (Default) or 1 (Uncompressed) for EXRs, or a value between 0 and 100.
Overwrite File: Whether to overwrite the image if it already exists.
Async: Whether to perform the writing asynchronously, or to block the game thread until it is complete.