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Surface Maps

surface_maps

Extracts albedo, normal, height, AO, and emission maps from a Surface as images, for exporting to game engines with realtime lighting (Unity, BAKIN, ...).

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The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
サーフェース
surface
Surface
Required
マップを取り出す入力サーフェースです。

Output Ports

NameTypeDescription
アルベド
albedo
Image
陰影の乗っていない元の色です。エンジン側のスプライト本体に使います。
法線
normal
Image
接空間の法線マップ(0.5中心RGB)です。サーフェースが明示的な法線を持たない場合、最終的な高さマップ(彫刻・円柱・傾き反映済み)から導出します。
高さ
height
Image
最終的な高さマップ(グレースケール)です。視差表現などに使えます。
AO
ao
Image
AO(遮蔽)マップです。白が影なしです。
発光
emission
Image
発光マップです。発光の無い場所は透明です。

Parameters

NameTypeDefaultRangeDescription / Options
法線の強さ
normal_strength
Float
20.1–8 / step 0.1

高さから法線を導出するときの勾配スケールです。大きいほど凹凸への光の反応が急になります(目安: 柔らかい形は1〜3、くっきりしたベベルは4以上)。サーフェースが明示的な法線マップを持つ場合は無視されます。

緑チャンネル反転(DirectX系)
flip_green
Bool
false

法線マップの緑チャンネルを反転します。OpenGL系(Unity既定)とDirectX系(BAKIN等)でYの向きが逆のため、エンジン側で凹凸が逆に見える(出っ張りが凹んで見える)ときにオンにします。

Overview

Splits a Surface containing height, AO, and emission into texture maps for real-time lighting in engines such as Unity or RPG Developer BAKIN. Height authored through sculpting, cylinder profiles, and slopes is converted into a normal map, enabling pixel-art assets whose shading responds to engine lights.

Usage tips

  • A common chain is layers_to_surface or surface_sculpt → surface_maps → batch_export. Export albedo, normal, and emission as separate PNG files and assign them to the engine material.
  • Normals are regenerated from the final height map, including sculpt, profile, and slope results. Normal Strength 1–3 gives softer relief; 4 or more gives a sharper bevel.
  • Keep Flip Green off for Unity's OpenGL-style convention. Enable it for DirectX-style tools such as BAKIN. If a bump looks recessed in-engine, this convention is probably reversed.
  • Normal-map alpha copies albedo alpha, allowing the engine to mask transparent sprite areas.
  • For animation, apply the same route to every animation_render frame so the normal sheet contains the matching frame count.

Common mistakes

  • Engine shading differs from the PixPipeline preview: the stepped tone grades in surface_light_preview are not part of ordinary engine lighting. Add a posterization or quantization shader in the engine when stepped pixel shading is required.
  • Relief appears inverted: toggle Flip Green to match the engine convention.
  • Emission is empty: the Surface must contain emission information, for example from an Emission layer in layers_to_surface; otherwise the map is transparent.

Related nodes

  • layers_to_surface — assemble the usual Surface input from layers
  • surface_sculpt — edit height and AO before normal generation
  • surface_light_preview — preview a completed, baked appearance inside PixPipeline
  • batch_export — write all maps as PNG files
Back to Node List
Surface Maps — PixPipeline Node Reference