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Problems baking NormalMaps in V-Ray 5

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  • Problems baking NormalMaps in V-Ray 5

    Hi

    Recently I had to bake some NormalMaps for some scanned models and render using Vray and I'm not sure if there is a problem with tangent space normalMaps and V-Ray because I get very bad seams on my models.

    I try almost everything that comes to my mind but I'm not sure if i´m missing something important. I try to use different bakers like ZBrush, Substance, xNormal, MAX and I get similar results to everyone. Really bad seams on the normals. I try to export FBX with and without tangent & binormals, OBJ, etc.

    After trying a lot I decided to compare the results with other render engines and in Corona, OpenGl in SD, 3D Studio MAX viewer, UE, etc. I get perfect results using the same tangent normal maps. I was desperate so I tried MAX PBR material in Vray and to my surprise it renders without seams on the normal maps (images attached) but I need VrayMtl. I also tried Corona using VrayMtl and it works perfectly.

    I would like to try Object-Space NormalMaps but i´m not sure if v-Ray supports these maps. I'm sure this will solve the problem.

    I also was curious to see if other 3D Models like Megascans for example have the same problem and yes, all megascans models have very bad seams on normalMaps in vray but the same model look correct on other renders so i think i´m doing something wrong here. ¿Can anyone point me in the right direction?

    I usually try to hide UV seams but in the models I need to make it´s not possible (this one it's just for a test).
    I did the test using a CC0 model so you can replicate the problem. Here is the MAX scene With the HP and LP models I use.

    Download link
    https://we.tl/t-p7ch7kEpXi

    Thanks in advance.
    Best!

    VRay Results:
    Click image for larger version

Name:	Eagle_FBX2_Vray_VrayMtl_web.jpg
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ID:	1124551

    Corona (more images on the download link from Wetransfer)
    Click image for larger version

Name:	Eagle_FBX2_Corona_CoronaMtl_web.jpg
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Size:	188.3 KB
ID:	1124553
    Attached Files
    My Spanish tutorial channel: https://www.youtube.com/adanmq
    Instagram: https://www.instagram.com/3dcollective/

  • #2
    I just checked the scene and can confirm there is an issue.
    However, judging by the mapping of the model, there is a problem with the mapping. As you can see in the screenshot, the rotation of the normal map suddenly changes direction around the neck. I am surprised this is no issue for the other renderers you tested. Curious to know what they are doing different.

    Click image for larger version

Name:	nrm_err.JPG
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Size:	27.6 KB
ID:	1124666
    https://www.behance.net/Oliver_Kossatz

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    • #3
      Thanks for the provided scene. There seems to be something the matter with the handling of Tangent Vectors in 3ds Max, since there are no seams when rendering in Standalone. We'll investigate and write back.
      Aleksandar Hadzhiev | chaos.com
      Chaos Support Representative | contact us

      Comment


      • #4
        I've logged the issue (internal bug-tracker id: VMAX-11415) for developer investigation. For now, render in Standalone as a workaround.
        Aleksandar Hadzhiev | chaos.com
        Chaos Support Representative | contact us

        Comment


        • #5
          Is this still being investigated?
          https://www.behance.net/Oliver_Kossatz

          Comment


          • #6
            We have not yet gotten to it, I'm afraid.
            Aleksandar Hadzhiev | chaos.com
            Chaos Support Representative | contact us

            Comment

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