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xNormal dark square errors

supremeloser123
polycounter lvl 4
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supremeloser123 polycounter lvl 4
Im having issues where there are lines of dark squares when im rendering my ambient occlusion and vertex colors in xNormal. They look like this (https://imgur.com/L0XmEng, https://imgur.com/XeNMqkH  ) and for the record this is what my normal looks like, if thats any help(https://imgur.com/BVEbw0d) . The squares don't align with the low poly, but they do with the high poly, thought its with the lowest subdivison level. The cavity map seems fine,(https://imgur.com/oiAkiLU) so I dont know why the id map and AO map are acting up. ive messed with the closest hit if ray fails and the discard back face hits, and they do not do anything. Could it be a case of flipped normals in zbrush?
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