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My normal maps are rendering wrong

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  • My normal maps are rendering wrong

    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.
    Click image for larger version

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    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:
    Click image for larger version

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    Strangely enough, if I switch to the realtime engine, explicit mode looks about right:
    Click image for larger version

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    Here is the model with just a displacement map for reference:
    Click image for larger version

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    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.

  • #2
    I forgot to mention, the non-color mode for the V-ray image texture mode doesn't seem to fix it the problem.

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    • #3
      Could you please send me this scene?
      V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
      andrei.izrantcev@chaos.com
      Support Request

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      • #4
        Hi. I can't send this specific file since it's part of a bigger project, but I recreated the problem with a simpler scene. The center face ring has its UVs rotated 180 degrees. There is also an unassigned cycles shader just for comparison. Thanks.

        vray_normalMap.zip

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