Hey guys, I have a weird problem with ray traced reflections. On the first image its just a lowpoly cube with metalic and 0 roughness in the engine. The next images I made a few mirror objects with highpoly baked normal and standard unique textures from painter. The baked objects look really weird with ray traced reflections. How do I fix this?
OMG such a dumb problem. I had the mirror objects as one smoothing group before export for unreal. When the mirror polygon is its own smoothing group the world normal is flat and the reflection is correct.
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It looks like you have 2 different issues occuring with those normal maps.
Image2: Wrong tangent space
Image3: low precision normal map.