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Consumer ATI cards + 3dsmax normal maps

polycounter lvl 19
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Joshua Stubbles polycounter lvl 19
I've been working on normal mapping stuff here lately, and I've noticed some issues with viewing normal maps in the viewport (using Ben Cloward's FX files). At home I run a GeForce6800GT, and don't experience any issues at all.
Some of the problems include a distinct seam along the UV's (though it doesn't show with Max's metalbump material). I've also seen some banding issues, where certain gradients get chunky looking, along it's blends (but only at certain angles).

Have any of you running ATI cards, fallen victim to similar issues?

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  • MoP
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    MoP polycounter lvl 18
    Hmm, I'm using an ATI Radeon 9800 Pro, with Ben Clowards HLSL shaders, and the normal-maps display pretty much perfectly for me. I haven't seen banding on normal maps, and no obvious seams along UVs (although sometimes this is an inherent problem with normal maps?).

    I wish there was better support for different display methods of normal maps so that all eventualities could be covered. Max7 seems to be a bit flakey with displaying them accurately in the viewport.
  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 19
    Here's a shot of the banding issues:

    error5lw.jpg

    On the left side, you can clearly see some issues there.
  • MoP
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    MoP polycounter lvl 18
    Hmm, no, I've never seen anything like that!
  • ScoobyDoofus
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    ScoobyDoofus polycounter lvl 20
    Vassago: I think that problem is unique to Nevada, because I get that when I view normals in my max viewport as well only mine looks worse. Poop hadn't seen it before either.
    I have an Nvidia 6800GT, so its probably not specific to ATI.
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