what's the normal map format vray form maya uses? directx or opengl? and how to flip it if needed. i couldnt find anything about that in documentation.
Announcement
Collapse
No announcement yet.
Normal Map Format
Collapse
X
-
Photoshop has a plug-in from Nvidia that can create normal maps. I think this would be your best choice, since you won't be creating additional nodes.
Another approach would be to create a shading network that outputs (R, (1-G), B) instead of (R,G,B). We have a Maya 2016.5 scene demonstrating this.
normal_map_flipy.zipLast edited by Mihail.Djurev; 23-06-2016, 05:27 AM.V-Ray for Maya dev team lead
Comment
-
Originally posted by Mihail.Djurev View PostPhotoshop has a plug-in from Nvidia that can create normal maps. I think this would be your best choice, since you won't be creating additional nodes.
Another approach would be to create a shading network that outputs (R, (1-G), B) instead of (R,G,B). We have a Maya 2016.5 scene demonstrating this.
[ATTACH]30981[/ATTACH]
Comment
-
Originally posted by alperenozgur View Postactually my problem is about one side of wall is looks correct, catches light from correct location but other side of the wall is totally inverted. i noticed that same textures looks correct both sides in unreal but not in vray and maya. it can be tangent calculation issue? because uv of the wall is looks like one side of the wall mirrored along Y axis but its not flipped uv shell and looks correct in ue4. the very same normal map texture.
Comment
Comment