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VRayNormalMap Artifacts with Bitmap Blur

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  • VRayNormalMap Artifacts with Bitmap Blur

    I'm using VRayNormalMap with TurboSmoothed Geometry and get some strange,
    faceted artifacts appear on some welded edges. They almostlook like flat shading ...

    First I thought it could be a TurboSmooth problem and I tried several MeshSmooth
    variations, nothing helped.

    Finally I found out that the *Blur value* in the Bitmap Rollout is connected to this issue.

    Reducing Blur to 0.1 it's creating much less mesh artifacts, but the NormalMap
    looks flat... So I guess it's a VRayNormalMap problem...

    Anyone had a problem like this before?

    Thanks, Rob

    Click image for larger version

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  • #2
    Are you using LWF? If you try to correct the gamma in a normal map (e.g. having Max input gamma set to 2.2), normal maps can produce weird shading.

    If that's the case, you should load your normal map texture setting Override 1.0 on the bitmap load window.

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    • #3
      No, I'm not using LWF or any Gamma correction... Using VRayBmp is also not helping much, it looks like a low Bitmap Blur value and looses the overall shading.

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      • #4
        The main problem I'm fighting with is, that the artifacts are not stable over time.
        On a deforming mesh they flicker, so they are really noticeable...

        And painting them out of hundreds of full HD frames isn't a option

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        • #5
          Does it work with the regular Normal Map?

          Best regards,
          Vlado
          I only act like I know everything, Rogers.

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          • #6
            No, both are having the same problems. But I found a mediocre solution - setting the
            Blur Value of the Bitmap to 2 or 2.5 blurs out the faceted look.

            You can see this general faceting behavior when using the Sphere Material preview in the
            Material Editor (with a large view) and change the Bitmap Blur value.

            I'm not sure if this is a fundamental problem or a general limit of Normal Maps...

            Best, Rob

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