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Normal map hidden noise

Kingblue
polycounter lvl 8
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Kingblue polycounter lvl 8
Exporting normal maps for opengles engine and for Unity I've ran into a problem.
Here's how they look in Max. They behave as expected.
comparison_zpsxmgsj6kp.jpg

And by eye the map looks perfect

normalNormal_zpsdieaa2k8.jpg

But in opengl and Unity the surfaces looked like they were shot at, ugly and full of holes. In this test case, you can even see some non existent parallel lines.
Normalwhat_zps00nrqw03.jpg

So, I've tried:

saving to different formats (tga, png);

saving in 8 bit and 16 bit;

changing renderer (scanline, MentalRay);

changing samplers (max sampler, disable sampler...);

And the noise didn't go away.

Then I've turned up the contrast in ps and that's what I've found:

contrasted_zpsyf639cuh.jpg

So, picking colors around the image I've notice that some pixels, which should have had a neutral violet (128,128,255), actually had 129,129,255.


The only solution I've found to this was baking in Vray in 32bit exr, then
copying and pasting the document in an empty 8 bit document (reversing the gamma gave the same precision errors).
The normalMap after that was perfect, and increasing the contrast didn't reveal any noise issue.

I can't understand if I'm missing something or if people usually bake normals with this hidden "feature".

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