I have a 3d scan material set of textures from Textures.com.
https://www.textures.com/download/3dscans0119/132151
We have the usual set of textures.
Albedo = Diffuse Slot
Ao = Multiplied composite onto diffuse
Roughness = Reflection slot+RGlossiness (i have inverted this texture via output)
Height = Not used as not using displacement
Normal map = In VrayNormalMap, in bump slot. (Gamma switched from Automatic to 1.0)
See attached images.
The first one 'Normals'. is set up as above. This seem's incorrect to me, almost as if the bump/normal information is inverted.
The second one 'Normals_Inverted', is set up as above with one difference. I have inverted the normal using output. This seems correct to me.
I guess the question is, is it normal (no pun intended) to invert scan normal maps like this? As you do with roughness for reflection maps? Or am I going wrong somewhere else?
Cheers
https://www.textures.com/download/3dscans0119/132151
We have the usual set of textures.
Albedo = Diffuse Slot
Ao = Multiplied composite onto diffuse
Roughness = Reflection slot+RGlossiness (i have inverted this texture via output)
Height = Not used as not using displacement
Normal map = In VrayNormalMap, in bump slot. (Gamma switched from Automatic to 1.0)
See attached images.
The first one 'Normals'. is set up as above. This seem's incorrect to me, almost as if the bump/normal information is inverted.
The second one 'Normals_Inverted', is set up as above with one difference. I have inverted the normal using output. This seems correct to me.
I guess the question is, is it normal (no pun intended) to invert scan normal maps like this? As you do with roughness for reflection maps? Or am I going wrong somewhere else?
Cheers
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