Ok. So I've got a really head scratcher of a problem here. This isn't a vray problem I don't think, but I was hoping someone could help me identify the problem.
I'm on maya 2016 using vray 3.4
I have a building model. It has diffuse maps. I used those to generate normal maps. So all the normal maps should be accurate and correct.
The model itself has all of its surface normals pointing out. They are all correct as far as I can see. When I look at the normals pass they all look correct. When I look at a AO render there is nothing black (another indication that the normals are not flipped).
However, when I render out the building, certain faces have the bump normals flipped. Where brick morter is usually indented, now it is popping out. How is this possible? It isn't the normal maps I think since they were all generated from the diffuse textures and surface normal direction shouldn't even enter into it.
None of the UV shells are flipped either. They are all blue in mayas UV editor however when I flip them so that they are backwards, it seems to fix the problem. However, this isn't really a viable solution since when I flip a non-symetrically shaped UV shell it doesn't match the textures anymore.
Any thoughts on what this is or how to fix this?
I'm on maya 2016 using vray 3.4
I have a building model. It has diffuse maps. I used those to generate normal maps. So all the normal maps should be accurate and correct.
The model itself has all of its surface normals pointing out. They are all correct as far as I can see. When I look at the normals pass they all look correct. When I look at a AO render there is nothing black (another indication that the normals are not flipped).
However, when I render out the building, certain faces have the bump normals flipped. Where brick morter is usually indented, now it is popping out. How is this possible? It isn't the normal maps I think since they were all generated from the diffuse textures and surface normal direction shouldn't even enter into it.
None of the UV shells are flipped either. They are all blue in mayas UV editor however when I flip them so that they are backwards, it seems to fix the problem. However, this isn't really a viable solution since when I flip a non-symetrically shaped UV shell it doesn't match the textures anymore.
Any thoughts on what this is or how to fix this?
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