Adjustments

The Adjustments section of the Simple PBR Layering panel provides operators for fine-tuning individual PBR channels and for correcting or combining normal maps.

Channel Adjustments

Each channel adjustment appends a small node group to the material that gives you a non-destructive control knob for that channel's output.

Adjustment Affected Channel Controls
Base Color Base Color Hue, Saturation, Value, Brightness, Contrast
Roughness Roughness Min, Max (remaps the 0–1 range)
Metallic Metallic Min, Max
Displacement Displacement / Height Scale, Midlevel

Normal Map Operations

Normal map handling is one of the most error-prone parts of PBR material setup. The operators below cover the most common corrections and combinations you will need.

All normal operations are available in the Adjustments → Normal submenu.

Flip Y — DirectX ↔ OpenGL Conversion

Inverts the green (Y) channel of a normal map. This converts between DirectX-style normals (used in UE, Unity, and most game engines) and OpenGL-style normals (used by Blender internally).

When to use: Any time a normal map looks inverted, or when you are using a texture that came from a DCC tool or engine that exports DirectX normals.

Note

When you import a texture with the _nor_dx suffix, a Flip Y node is applied automatically.

Flip X — Horizontal Mirror

Inverts the red (X) channel of a normal map, mirroring the fine surface detail horizontally.

When to use: When a normal map is mirrored relative to its mesh — common when UV islands have been flipped.

Rotate Normal

Rotates the normal map by a specified angle (in degrees). Useful when a tiled normal map's grain or brushed direction does not align with the intended orientation on the mesh.

Combine Normals — Whiteout Method

Blends two normal maps together using the Whiteout combination method. This is a mathematically correct blend that preserves the strength of both normals, unlike a simple linear mix.

When to use: Layering a detail normal map over a base normal map — for example, adding fabric weave on top of a clothing base normal.

Combine Normals — RNM (Reoriented Normal Mapping)

An alternative combination method that better preserves normal directions when the two maps have significantly different orientations. Generally preferred over Whiteout for large-angle differences.

When to use: Combining normals from surfaces with very different base orientations, such as a decal normal applied to a curved surface.

Normal to Cavity

Derives a grayscale cavity mask from a normal map by extracting the concave areas. The result can be used as a grunge mask, an AO substitute, or fed into the Roughness or Specular channel.

When to use: When you have a detailed normal map but no baked AO or cavity texture, and want to add subtle shading variation in crevices.

Normal Noise

Adds a layer of procedural noise on top of an existing normal map to break up overly clean or repetitive surfaces.

When to use: Adding micro-surface roughness to surfaces that look too smooth or plasticky at close range.


Working with Blend Groups

The Blend section creates a node group that mixes two complete texture sets together using a mask input. This is the recommended way to layer materials non-destructively.

Typical workflow:

  1. Import your base texture set.
  2. Import a second texture set (e.g. a wet or dirty variant).
  3. Click Create Blend in the Blend section.
  4. Plug a mask (e.g. a Curvature Mask or Position Mask) into the blend group's Factor input.