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Mirroring normals?

Enix
polycounter lvl 18
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Enix polycounter lvl 18
I been having a problem rendering a normal map with mirrored uvs, I heard it is possible, but I am having some small issues. When I render in object space using Zmapper it comes out fine:

sp32200606100133358lb.png

But it comes out as "rainbow normals", and I need to render a tangent map, but when I try that I get a weird problem at the seam:

sp32200606100134341th.png

If someone could help I would be very grateful, I have been trying to figure it out for awhile now, can't seem to get a nice tangent render of the normal maps. If its not possible, oh well, that just means I have to unmirror the UVS..

Replies

  • aniceto
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    aniceto polycounter lvl 18
    i dont think zbrush likes over-lapping UVs, doesnt mean you cant have mirrored UVs though, just move the mirrored part of your map off the 0-1 space of your UVs.
    or shrink the mirrored part way down and tuck it away somewhere so it doesnt interfere while its rendering in zmapper.

    also, i dont know if zmapper displays mirrored normal maps correctly, have you tried viewing it in another engine?
  • Enix
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    Enix polycounter lvl 18
    I viewed it in max and its the same, thats because zbrush actually renders the maps like that, with some messups around the seams. Ohwell, I will just deal with it, and unmirror the map, I think I am better off that way anyhow, I can get more difference and random detail that way.
  • aniceto
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    aniceto polycounter lvl 18
    Enix, not sure if you've tried it yet, but ive rendered mirrored normal maps with zmapper before using the technique i described above and they came out perfect
  • Enix
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    Enix polycounter lvl 18
    Nope, didn't try that, thanks ^_^.
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