Hello. I've encountered a bit of a problem with using normal maps. It seems that if a model has UV islands with different rotations and has a bump node with the type set to normal tangent, it renders out weird.

This should be a solid color, but the areas with different UV rotations are colored differently. It renders out the same in both the standard V-ray engine and the realtime engine.
Setting is to explicit changes the lighting drastically and is also unafected by the bump multiplier:

Strangely enough, if I switch to the realtime engine, explicit mode looks about right:

Here is the model with just a displacement map for reference:

I did a few tests in Cycles to see if it was a Blender problem. Initially, it looked the same as the normal tangent render, but after a bit of digging I found out that there is a non-color data mode on the Cycles image texture node that fixed the problem. Is there a similar setting for V-ray? Thanks.
This should be a solid color, but the areas with different UV rotations are colored differently. It renders out the same in both the standard V-ray engine and the realtime engine.
Setting is to explicit changes the lighting drastically and is also unafected by the bump multiplier:
Strangely enough, if I switch to the realtime engine, explicit mode looks about right:
Here is the model with just a displacement map for reference:
I did a few tests in Cycles to see if it was a Blender problem. Initially, it looked the same as the normal tangent render, but after a bit of digging I found out that there is a non-color data mode on the Cycles image texture node that fixed the problem. Is there a similar setting for V-ray? Thanks.
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