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I've been trawling through the web for 2+ hours on this issue, determined to find the answer instead of creating a new thread - but I can't seem to find a solution that will work for me at all.

I've applied a normal map to the plane that acts as a table, but no matter what I do I cannot get it to raise up or down. I've attached both a screenshot from the 3d viewport + node view, and the final render as well.

Any help would be greatly appreciated!!

P.S I've been following this guide: https://www.youtube.com/watch?v=izqZe8s_Jmw

3D Viewport and Node View

Final Render

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  • $\begingroup$ can you share the normalmap? $\endgroup$ – monatsend Dec 18 '17 at 11:34
  • $\begingroup$ I'm unsure if this is what you meant - imgur.com/a/duWw6 - if not I'll do my best if you explain it. Cheers! $\endgroup$ – Liam S Dec 18 '17 at 11:58
  • $\begingroup$ The Normalmap is the map you see in the middle of this image. en.wikipedia.org/wiki/Normal_mapping#/media/… Can you show what image you plugged in the second image texture slot in your Material (the one which goes into the normal Map Node). Normal map and Bump map are two different concepts $\endgroup$ – monatsend Dec 18 '17 at 12:16
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    $\begingroup$ Looking at your node setup, the Texture for the diffuse color should NOT be set to non-color data, but "Color". Also, are you using a bump map (greyscale) or a normal map (purple-colored)? (as already asked by @monatsed) Those have to be treated differently. $\endgroup$ – michaelh Dec 18 '17 at 12:52
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    $\begingroup$ The problem is with the normal map it self. For some reason its not the correct one to use... It is compressed and generates unwanted stepping. You should download correct diffuse and normal maps (don't use printscreen or similar). $\endgroup$ – MCunha Dec 18 '17 at 14:42
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You should really plug your normal map into both the Diffuse and Glossy node, however, that's not why you are seeing no effect.

The normal map you are using is basically flat. You can see this by looking at it in the UV Image Editor. It's from a glossy surface with virtually no variations in surface depth. You will simply not see much, if any, effect from that normal map.

To contrast, look at the normal map you are using (basically all one colour) and then look at this (randomly selected) one I found on Google from a brick surface that has a lot of variation: http://jsoverson.github.io/texture.js/demo/images/brickwork-normal.jpg

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  • $\begingroup$ +1, not enough rep to do any more. Thanks for the advice on both counts. After plugging your brick wall map in it's clearly working. $\endgroup$ – Liam S Dec 18 '17 at 15:09
  • $\begingroup$ No problem. Yes, there is nothing wrong with your setup as such. Just that normal map is from a basically flat, polished surface so... no bumps $\endgroup$ – Lewis Dec 18 '17 at 15:33
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If you want to generate a quick Normal map from your Image texture. try this tool. It is very basic but you can use it for free.

http://www.smart-page.net/smartnormal/

just open your texture from you disc via the load button. and increase or decrease your Bias.

If your normal seems to point in the wrong direction, just pick "flip green channel"

enter image description here

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  • $\begingroup$ Another very handy comment. Monatsend you helped me through the intial part, so I wish I could select two correct answers. That tool is extremely helpful and got me a very nice finish with the texture I used. $\endgroup$ – Liam S Dec 19 '17 at 10:03
  • $\begingroup$ I'm glad that I could help you. ;-) $\endgroup$ – monatsend Dec 19 '17 at 11:50

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