Hi,
I wanted to use a Triplanar Material due to the lack of uvs.
If I set up my material to work on one side, the other side gets flipped normals.
In the upper part of the image all normals seem to be fine. But on the lower part, which is just rendered from the opposite side of the sphere the normals seem to be reversed.
Is there a way to get rid of this... some way of a "six-planar" method or "decide by poly normal"?
I tried every combination of flipping channels and rotating the maps, but I always end up with the same result.
My Shader looks like this:
texture -> normalFlipTexture -> triplanar -> normalBump-slot of VrayMtl
(also tried switching normalFlip and triplanar -> same problem)
Thanks.
I wanted to use a Triplanar Material due to the lack of uvs.
If I set up my material to work on one side, the other side gets flipped normals.
In the upper part of the image all normals seem to be fine. But on the lower part, which is just rendered from the opposite side of the sphere the normals seem to be reversed.
Is there a way to get rid of this... some way of a "six-planar" method or "decide by poly normal"?
I tried every combination of flipping channels and rotating the maps, but I always end up with the same result.
My Shader looks like this:
texture -> normalFlipTexture -> triplanar -> normalBump-slot of VrayMtl
(also tried switching normalFlip and triplanar -> same problem)
Thanks.
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