This seems to be well known issue, but although I found a lot of discussions about this topic in the different forum sections, I couldn't find a definite answer to the question if there's a working setup for the C4D version of V-Ray to use normal maps in triplanar mode.
It seems that V-Ray is using the actual UV vectors as defined in the UV layout rather than the rotated UV vectors after the triplanar projection is applied to calculate the resulting surface normal, which doesn't make any sense to me.
I even tried some different shader setups (VRayBitmap inside Triplanar inside VRayNormalMap / VRayBitmap inside C4D-Filter to invert Green inside Triplanar / C4D-Bitmap inside C4D-Filter inside Triplanar), but all with the same result.
Is there a way to get this working?
It seems that V-Ray is using the actual UV vectors as defined in the UV layout rather than the rotated UV vectors after the triplanar projection is applied to calculate the resulting surface normal, which doesn't make any sense to me.
I even tried some different shader setups (VRayBitmap inside Triplanar inside VRayNormalMap / VRayBitmap inside C4D-Filter to invert Green inside Triplanar / C4D-Bitmap inside C4D-Filter inside Triplanar), but all with the same result.
Is there a way to get this working?
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