Emboss

Apply emboss and relief shading to images.

What it does

Emboss turns an image's brightness into simulated relief, lit from one side. Each pixel is compared with its neighbours: flat areas go to mid-grey, slopes facing the light go brighter, slopes falling away go darker, so flat colour neutralises and edges read as raised or sunken.

Two methods are available: Gradient, a smooth read of the local slope, and Convolution, the classic directional emboss kernel. Angle sets where the simulated light comes from, Depth sets how strongly the relief reads, and Blend mixes back toward the original image. Fed a Volume, the same idea extends into 3D, reading the volume's density gradient with an Elevation angle as well as Angle.

When to use it

ParameterTypeDefault
content_inOneOf([Collection, GpuGeometry, GpuSplats, Field, MorphField, CollectionArray, RasterArray, VolumeArray, FieldArray])
rasterizeBooleanfalse
billboardBooleantrue
cameraOneOf([Camera3D])
methodString"Gradient"
angleNumber135
elevationNumber45
depthNumber1
blendNumber0
grayscaleBooleanfalse
positionVec3(0, 0, 0)
rotationVec3(0, 0, 0)
scaleVec3(1, 1, 1)
anchorVec3(0, 0, 0)
spatial_strengthField
strengthNumber1

Gotchas

Elevation affects Volume inputs only. On a flat image the light direction comes from Angle alone and Elevation is ignored.

Blend of 0 is full emboss and 1 is the untouched original. It is a mix toward the source image, not an opacity fade.

Turn on Grayscale to strip the tint and read the raised and sunken structure on its own before committing to a tinted look.

Worked example

  1. Add an Image node and wire it into Emboss's content input.

  2. Set Method to Gradient for smooth relief, or Convolution for a harder, directional carved look.

  3. Rotate Angle to change where the simulated light falls from, and raise Depth until the relief reads clearly.

  4. Pull Blend up from 0 to soften the effect back toward the original image.

See also

Slope · Normal Map · Convolve · Rasters (images)