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Max 2013 normal rendering errors

polycounter lvl 11
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mospheric polycounter lvl 11
Alrighty folks. I'm having issues with Max 2013 and rendering normals. All I'm doing is displaying these via normal bump. Same model, same texture. Any reasons why Max 2013 would display these so differently from Max 2011? Thanks!

(I also have Nitrous and Gamma turned off for 2013)

Max 2013
QDqxs.jpg

Max 2011
prtN8.jpg

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  • [HP]
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    [HP] polycounter lvl 13
    Flip the green channel of your normal map, or flip the Y on the shader.
  • mospheric
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    mospheric polycounter lvl 11
    I tried qualified normals on 2013 with no avail. Flipping the red channel appears to make it look better until I rotate the model. In 2011 I can rotate and view the model and it looks fine in every direction. I just can't figure out why 2013 is rendering the same texture differently. :/
  • mospheric
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    mospheric polycounter lvl 11
    Alright I fixed it! I was always told to turn nitrous off right away. Well if you aren't using a directX shader, I suggest leaving it on! It makes the normal maps appear correct when displaying them normally in 3dsMax.

    Max 2013 with nitrous.
    HDzEB.jpg
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