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[Max2012] Hard edge in Normal Map

LuckyNinja
polycounter lvl 11
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LuckyNinja polycounter lvl 11
I checked the stickied thread and it didn't appear to solve my problem.

My problem is that a hard edge is being created where it shouldn't, here to be exact: 7785246988_201af91f3e.jpg


This is not located on a seam (instead, the seam appears to have mapped perfectly).

I am finding this confusing and annoying as I can't figure out why it's doing this. My first thought was that the high-poly for that section was underneath the low-poly, like so:
7785247212_214a5b37c1.jpg

However, I doubt that this is the case as another part of the model which I normal-mapped had part of the curvature of a high-poly contained within it and that appeared to have rendered fine.
7785247108_81dd3ab25b.jpg

What could be causing this to happen? Set-up is Scanline (had too many problems with Mental Ray) with a skylight, light tracer & plane.

Grateful for any responses,

L

Replies

  • respawnrt
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    respawnrt polycounter lvl 8
    Have you done a test with another shader like xoliul ? do you have edgepadding ? are you using that cage in the baker options ?
  • LuckyNinja
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    LuckyNinja polycounter lvl 11
    respawnrt wrote: »
    Have you done a test with another shader like xoliul ? do you have edgepadding ? are you using that cage in the baker options ?

    Ah I'm sorry I should have said. I am using edge padding, although being as this isn't a seam I can't see how it would help? I've included the normal map in the attachments if that helps.

    I've also been using that cage in the baker.


    UPDATE:

    Well you can call me pant-on-head retarded, I just figured out what was wrong. I hadn't set the smoothing groups correctly, with that being set as a hard-edge by accident. It's the little things you don't notice...
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