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why does this normal map behave so wildly different in maya/vray than it does in max/vray? Alcantara

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  • why does this normal map behave so wildly different in maya/vray than it does in max/vray? Alcantara

    in maya i have my bump map type set to Normal Map in Tangent space (as is recommended for normal maps) and in max I literally just threw it in the slate editor and piped it into the bump slot, both shaders have diffuse of .26 and full ref color and glossiness at .3. Maya the bump is at .3, max is at the default of 30.

    Why does this look so crazy different? I can't seem to find anything helpful for this situation.. anyone have any ideas? here is the normal https://drive.google.com/file/d/1Id1...ew?usp=sharing
    Attached Files
    Last edited by emartin8907; 23-02-2022, 12:56 AM.

  • #2
    well i have no idea why but, in photoshop i flipped the red and green, and in maya i set the map type to Local Space Bump, and it looks much closer to what i was getting in max now, although it still looks WAYY better in max and im struggling to match in maya. and then in max using a vraybitmap node instead of a regular bitmap node it looks even better.
    Attached Files
    Last edited by emartin8907; 23-02-2022, 11:24 AM.

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    • #3
      Are you using a tri-planar in Maya? Is your file texture colour space set to RAW?
      Website
      https://mangobeard.com/
      Behance
      https://www.behance.net/seandunderdale

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      • #4
        my objects are UVd and using Aces so color space on the texture is set to utility-raw

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