Normal to Height Map Converter
Transform normal-map direction data into a grayscale height map for displacement, parallax, blending, and material-authoring workflows.
Generation Queue
What this tool does
The converter integrates surface gradients from a normal map into relative height information. Edge guarding and seamless processing help control borders when preparing tileable materials.
- Recover relative height from an existing normal texture
- Create inputs for displacement, parallax, masks, and material blending
- Control edge behavior for tileable texture workflows
How to use it
- 1Upload a tangent-space normal map and select its orientation.
- 2Adjust seamless processing and edge guarding for the source.
- 3Generate and download the grayscale height map.
Frequently asked questions
Is a height map the same as a normal map?
No. A normal map stores local surface direction in RGB channels, while a height map stores relative elevation as grayscale. They drive different material and geometry effects.
Can every normal map be converted perfectly?
Not exactly. Converting directions back into height is an estimate, and details that are inconsistent or baked into the normal map can introduce drift or flattening.
What is edge guarding?
Edge guarding reduces unwanted height drift near image borders. It is useful when the edges should stay stable or meet cleanly in a repeating material.