Blender Principled Bsdf Height Map
You can either generate height maps yourself either by hand in photoshop and the likes or you can find them on the web usually made from real places on this and other planets or you can generate one using apps like carrara and bryce.
Blender principled bsdf height map. You don t if you already gave a normal map. Height is better for displacement you can also just plug it in there with the displacement node and it will render the same in eevee if your normal node is empty. It is based on the disney principled model also known as the pbr shader making it compatible with other software such as pixar s renderman and unreal engine image textures painted or baked from software like substance painter may be directly linked to the corresponding parameters in this shader. Combine it with the principled bsdf using the add shader node and connect the base color map to the color of the translucent bsdf.
Since it is a height map and combine it with a normal map with the output going into the normal map input of the principled bsdf where you can easily add the diffuse color metallic specular gloss. Blender 2 79 comes with some new exciting features and one of them is the principled bsdf. The height map get s fed through a vector bump node before finally ending up in the diffuse bsdf s normal input. But this is different because this is like every shader rolled into one.
Using both gets repetitive. As with other aspects of blender 2 8 s node based material system the changes and improvements also affect how materials make use of normal maps the external bitmap image variety common to game or content creation to function properly a dedicated normal map node has to be used as part of a larger material node tree that once set up results in a material that responds correctly to real. Send the image s color output straight into the height input and connect the normal output to input. A height map is a greyscale image in which white denotes the highest part while black denotes the lowest part off a landscape.
Normally a new shader lets you create one more type of material. In blender we can achieve this effect using the translucent bsdf. If you don t then use a bump node and plug into the normal node of the principled bsdf. In general choose either the height or the normal map.
The principled bsdf that combines multiple layers into a single easy to use node. Add a hue saturation node between the base color map and the translucent bsdf.