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.
Hi,
I tried the “uninverted normals” checkbox and it did solve some errors that I had with top/bottom, but the front/back thing did not change - however I only had a few minutes of testing so far - I will continue to try different settings with this option.
I am currently working with Maya 2016.5 and Vray 3.4006 but also checked 3.4004 (same result)
The part which is throwing me off the most is that with different UVs the triplanar does very different things (especially on deleted or very bad uvs) - shouldn’t be triplanar not need uvs?
Here is a sample scene: normalTriplanar.zip (484 KB)
The uninverted normal bump relies on UVs, if it fixes something for you, it is not by design It is designed to be used for when you have mirrored overlapping uvs (mainly for baking textures for game engines).
Thanks for providing the files for this render error.
We found two issues in this setup, one with wrong normals generated on some faces when triplanar node is used in conjunctions with normal map and another one with incorrect normal results for objects without UVs. Unfortunately we are not able to suggest a workaround for this setup right now where Triplanar node is involved, so please wait until our developers come up with solution.