Hi All,
I've downloaded the trial for v-ray for Maya.
I'm am aware I'm posting in the wrong section of the forum. But I don't seem to have to rights to post in the Maya section. I didn't get a response from the support email.
So here it goes :
I'm experiencing the following problem with VRay for Maya.
Looks to me like tangent mismatch between viewport 2.0 and VRay.
I'm rendering in Maya 2017. I'm using VRay version 3.52.03
The Normals on the mesh are completely soft and "unweighted".
Can anybody tell me of a workaround or checkbox to get this fixed without changing my content ?
For example in Mental Ray there is a option called export Maya Derivatives, that matches the renderers tangents to that of Maya.
As extra information I've uploaded a stripped down version of the test-scene.
test Scene
I've also experimented with triangulated vs quads. And made sure the map is set to "Raw" colour space.
I'm trying to figure out how to get the normal map consistent.
Viewport 2.0, High Quality Viewport and Mental Ray are all consistent.
VRay and Arnold are giving me different ( vissually wrong ) results.
In the past I also noticed Maya Viewport Normal Maps aren't in sync with Mudbox Viewport Normal Maps.
I did render those normal maps without triangulating.
Because you don't have VRay I made a quick render of my test scene, viewport 2.0 versus zbrush IPR
The triangulation has a lot effect but as you can see from the lower left one there are still some artifacts that look to be unrelated to the triangulation. It also looks like Vray respects "locked normals"
But as you can see from the previous image on the circular element there is another mismatch that is not explained by triangulation. Maybe tangent space is MikkTspace for one, and something else for the other one.
I've downloaded the trial for v-ray for Maya.
I'm am aware I'm posting in the wrong section of the forum. But I don't seem to have to rights to post in the Maya section. I didn't get a response from the support email.
So here it goes :
I'm experiencing the following problem with VRay for Maya.
Looks to me like tangent mismatch between viewport 2.0 and VRay.
I'm rendering in Maya 2017. I'm using VRay version 3.52.03
The Normals on the mesh are completely soft and "unweighted".
Can anybody tell me of a workaround or checkbox to get this fixed without changing my content ?
For example in Mental Ray there is a option called export Maya Derivatives, that matches the renderers tangents to that of Maya.
As extra information I've uploaded a stripped down version of the test-scene.
test Scene
I've also experimented with triangulated vs quads. And made sure the map is set to "Raw" colour space.
I'm trying to figure out how to get the normal map consistent.
Viewport 2.0, High Quality Viewport and Mental Ray are all consistent.
VRay and Arnold are giving me different ( vissually wrong ) results.
In the past I also noticed Maya Viewport Normal Maps aren't in sync with Mudbox Viewport Normal Maps.
I did render those normal maps without triangulating.
Because you don't have VRay I made a quick render of my test scene, viewport 2.0 versus zbrush IPR
The triangulation has a lot effect but as you can see from the lower left one there are still some artifacts that look to be unrelated to the triangulation. It also looks like Vray respects "locked normals"
But as you can see from the previous image on the circular element there is another mismatch that is not explained by triangulation. Maybe tangent space is MikkTspace for one, and something else for the other one.
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