HeosNormalHeight.lua ($3.99)

Two main functions: generating a normal map and generating a height map.

1. How to make a normal map

Paint “relief” with colors, and the script turns that into an RGB normal map ready for any game engine.

Setup

  • Run the script (File > Scripts > HeosNormalHeight) and stay on the Normal tab.
  • Click Workspace to create a “Normals Workspace” group and a first “Relief 1” layer.
  • Add more layers with the Relief button.

Painting modes Toggle between Height (white = raise, black = lower) and Direction (9 colors: 4 cardinal, 4 diagonal and front). The exact colors and their direction are shown in the dialog’s picker.

Relief layers stack additively; combine height base and directional details on separate layers. Layer opacity also affects intensity.

Parameters

  • Z Scale – relief strength (10‑200).
  • Softness – global blur from 0 (crisp) to 16 (realistic).
  • Edge – bevel outline effect (Strength & Range).
  • Invert – flip the green channel for OpenGL/DirectX compatibility.

Generate – Press Allons‑y to create or update the NormalMap layer with the final RGB image.

2. How to make a height map

Generated from layer order and an optional silhouette layer.

Height tab:

  • Layer order determines height: bottom layer = dark, top layer = light. Each layer has a subtle internal vertical gradient.
  • Silhouette layer (optional): press the Silhouette button to create it. Paint pure black strokes; they act as hard edges separating regions that get different height offsets (upper regions rise, lower ones sink).

Parameters: Intensity, Silh Strength, Margin. Press Allons‑y to generate the grayscale height_map layer.


The «Heos Light Preview» viewer (FREE)

  • Import: drag PNGs onto the canvas or use the button. Files named like “char.png”, “char_n.png”, “char_h.png” are auto‑grouped. A demo object is already included.
  • Manage objects: assign art, normal, height per object; drag to move, scale, hide, or delete.
  • Lighting: adjust sun direction, elevation, intensity, color, and ambient light. Add point lights (+ button or double‑click). Each light has position, color, intensity, radius, flicker modes, and layer (front/behind).
  • Views: switch between Lit, Art only, Normal map, Height map.
  • Navigation: drag to move, wheel to zoom, Space+drag to pan, F to fit all.
  • Export: PNG capture (📷), video recording (⏺), and JSON scene save/load.

The viewer is perfect for checking your normal maps before engine import or for creating beautifully lit renders of your pixel art.


💬 Feedback & Support

I love seeing how you use Heos Light Preview in your projects. If you have questions, ideas, or just want to share what you’ve made, feel free to leave a comment or reach out directly. It’s always great to see your work in action.

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