A Detail Normals map is often used in conjunction with Normals to overlay an additional normal map layer, showing fine details like scratches, pores, or small imperfections that contribute to the overall realism of the material.
It requires RGB texture to be assigned. Additionally, you can add a grayscale mask texture to determine where details will be shown. Detail normal maps can be created in several ways:
- Bake Projects in Toolbag: Generate detail normals from a high-resolution source.
- Texture Projects in Toolbag: Paint or procedurally generate detail normals and masks.
- Third-Party Applications: Author or convert maps in external tools.

Setting | Description |
---|---|
Normal Texture Slot | Add a normal texture by clicking on the slot or dragging and dropping one from the Library. |
Scale & Bias | Remaps vector data from the range [0,1] to [-1,1]. Disable this setting with floating-point textures. |
Flip X, Y, Z | Inverts the content in the X, Y, Z axis or red channel of the texture. It can be useful if your texture is inverted in one of the axes. |
Generate Z | Inverts the content in the X, Y, Z axis, or red channel of the texture. It can be useful if your texture is inverted in one of the axes. |
Object Space | Determines whether the input normal map was baked in tangent or object/world space. Lighting errors will be seen if object space is enabled when using a tangent space map and vice versa. |
Detail Texture Slot | Add a detail normal texture by clicking on the slot or dragging and dropping one from the Library. |
Scale & Bias | Remaps detail normal vector data from the range [0,1] to [-1,1]. Disable this setting with floating-point textures. |
Flip X, Y, Z | Inverts the detail normal content in the X, Y, Z axis or red channel of the texture. It can be useful if your texture is inverted in one of the axes. |
Detail Tiling | Sets the spacing for tiling of the detail normal map. |
Mask Texture Slot | Add a mask texture by clicking on the slot or dragging and dropping one from the Library. |
Channel Selection | Determines which channel of the texture map will be used. It’s useful when, instead of using multiple single textures, you use one texture with different grayscale maps in the different texture channels: Red, Green, Blue, and Alpha. |
Detail Weight | Sets the intensity of the micro detail normal map. |