ComfyUI Node
BD Detail Normal From Albedo
Extract high-frequency detail from a diffuse/albedo atlas → tangent-space detail normal, UDN-blended onto a base (geometric) normal. Adds skin/fabric/fold micro-detail a smooth high→low bake can't capture. UV-safe (per-texel).
BD Detail Normal From Albedo
- albedo
- base_normal
- normal
- status
◄detail_strength0.60►
◄high_pass3.0►
◄invertfalse►
Category🧠BrainDead/Mesh
Inputs (5)
| Name | Type | Default | Description |
|---|---|---|---|
| albedo | IMAGE | Diffuse/albedo atlas (e.g. BD_OVoxelBake 'diffuse'). | |
| detail_strength | FLOAT | 0.600–4 | How strongly the albedo detail tilts the normal. ~0.4–1.0 typical. |
| high_pass | FLOAT | 3.00.5–32 | High-pass radius (px). Larger = only finer detail survives, so large albedo color regions don't become fake bumps. |
| base_normalopt | IMAGE | Base/geometric tangent-space normal (e.g. OVoxelBake 'normal'). If omitted, only the albedo detail normal is output. | |
| invertopt | BOOLEAN | false | Invert height (treat dark as raised instead of recessed). |
Outputs (2)
| Name | Type | Description |
|---|---|---|
| normal | IMAGE | — |
| status | STRING | — |