Hi all,
so when you create a Material in (for example) Substance Designer and you have a heightmap + normalmap. You can´t recreate that Material using the VrayDisplaceMod.
Think about it. It even says it on the offical Documentation: "Note that V-Ray also automatically generates a normals map based on the displacement map to compensate for details not captured by the actual displaced surface."
So if you plug in your normalmap you essentially double your normalinformation. There is no way of keeping explicit normals (like in the turbosmooth modifier), then displacing it using the height map and then using the normalmap in the material.
What you simply get is too much distorted normals. Also.. you can´t always just leave the normalmap out of the shader, there might be extra stuff not included in the heightmap.
so when you create a Material in (for example) Substance Designer and you have a heightmap + normalmap. You can´t recreate that Material using the VrayDisplaceMod.
Think about it. It even says it on the offical Documentation: "Note that V-Ray also automatically generates a normals map based on the displacement map to compensate for details not captured by the actual displaced surface."
So if you plug in your normalmap you essentially double your normalinformation. There is no way of keeping explicit normals (like in the turbosmooth modifier), then displacing it using the height map and then using the normalmap in the material.
What you simply get is too much distorted normals. Also.. you can´t always just leave the normalmap out of the shader, there might be extra stuff not included in the heightmap.
Comment