How can I lift a normal map???

I’m making a brick wall and want to vertex paint plaster over top. The issue is that the plaster needs to look like its on top of the brick, rather mixing evenly.

To be clear, I am not trying to increase the normal intensity. I’m trying to raise the normal position of the plaster and/or lower the normal position of the brick so plaster is “raised” above the brick.

My brick and plaster materials are both from megascans library.

Thanks!

Probably need to lerp between the two with a mask, might need to bump the contrast of the mask to limit the blending, or just clip it at a certain point to get a black and white mask.

Specifically, look into the height lerp function. Tons of YouTube videos on it. You’ll need a heightmap or some way to define what areas you want to be treated as high vs low.

Thanks for the advice, sorry for the late response. I am actually familiar with height lerps and actually had it already set up before making this post. The issue is that the plaster material looks like its on the same plane as the brick, whereas I would like it to look like its on top of the brick. Tried messing around with the bump offset node using the height lerps alpha as the height map, but it didn’t really do the trick. Maybe there is something I’m missing with the height lerp settings?

I guess i’m trying to make the plaster on top look thicker if that makes more sense? Kinda hard to explain lol