Wasn’t sure where to post this- the problem happens even with a diffuse shader so its not exactly ‘vray’ problem but a geo problem of some kind. Although the problem becomes more obvious with normal map + displacement map.
I thought it was normals, but displaying them they all appear to be facing the right direction (non inverted)
What else could be causing this?
I have put the geo here for the interior if anyone wants to take a look -
https://drive.google.com/file/d/1BMCAP8Ol1BwdsYtjJGYARkyaRUBMAwPw/view?usp=sharing
Hi Emartin,
I was unable to download your file, it appears to be incomplete or google won’t let it be downloaded for some reason.
However, generally speaking you probably do have normal issue on the geometry. Your best bet is to try to re-export geometry from cad via fbx, its likely that the normals are incorrect. Additionally if you use normal map, make sure its color space is set to raw otherwise it will not render correctly.
strange, i set it to be downloadable to anyone, perhaps you need to be signed in to a google account?
unfortunately i do not have the original cad file/ the ability to get it re exported- is there any way to fix that outside of the cad program? my normal and displacement maps are set to raw, and you can also see the issue even with just a diffuse material assigned.
Can you email this piece of geo to me? silhouetteimages@gmail.com
sure thing - wetransferring to you right now
Hey Eric,
I had a look at your scene but there was no difference in shading if I simply apply the bump map. It is also possible that the normal map is not correct, does it happen with bump? The geo is triangulated and is fairly low in poly count, this does not help and you cannot displace such geo unfortunantly.
appreciate you taking a look