Hello, first of all, I want to say that this is my first post on the forum, and if I have violated any rules, I apologize in advance.
The thing is, I was trying to emulate the workflow used in video games to optimize assets in order to understand some concepts of normal maps.
The example in question, and to simplify things, is a cube with the same smoothing group. The idea is that by baking a normal map with strong gradients, you can compensate the smoothing group errors. Therefore, we have two geometries: a low-poly cube (with the same smoothing group and UVs in a single shell) and a high-poly cube (rounded corners with a chamfer of 3). When I use the normal map generated in the bake with a standard material, you can see how the smoothing errors are corrected (second image). However, when I use a Vray Material (third image), this does not happen.
Could any of you tell me why this is happening?
Thanks in advance.
Best!
The thing is, I was trying to emulate the workflow used in video games to optimize assets in order to understand some concepts of normal maps.
The example in question, and to simplify things, is a cube with the same smoothing group. The idea is that by baking a normal map with strong gradients, you can compensate the smoothing group errors. Therefore, we have two geometries: a low-poly cube (with the same smoothing group and UVs in a single shell) and a high-poly cube (rounded corners with a chamfer of 3). When I use the normal map generated in the bake with a standard material, you can see how the smoothing errors are corrected (second image). However, when I use a Vray Material (third image), this does not happen.
Could any of you tell me why this is happening?
Thanks in advance.
Best!
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