I've got a few boxes with tangent space normal maps on them. Whenever I rotate one of them at the object or sub-object level, it starts lighting differently - ie, two flat planes will light completely differently, even if they're sharing the same texels, etc.
I initially assumed that this was a qualified normals issue, but turning them off does not seem to fix things.
This is affecting both the scanline renderer and the viewport. Any ideas?
Replies
This happens:
in Mental Ray
in Max Scanline renders
in D3D viewports with max hardware shader
in Nitrous viewports with max hardware shaders
in D3D with work's special shaders
in D3D with Xoliul and 3ps shaders
It happens with normal maps of any type, regardless of r/g/b orientation, or if they're plain 'blue' or have details in them.
It happens at work and at a clean home trial installation.
I've recreated it here - you can see the box when rotated 180 degrees is now lighting differently:
I am at my wit's end here. No one has seen this before?
Also, the only quick solution I found was position my model and hitting reset Xform. Yes, that's right, everytime you reposition your model, hit XForm, which only works half the time.
What about in Max 2011? It should be fine in that.
Resetting x-forms doesn't fix it most of the time
And yes computron, it's going through normal bump. I've used normal maps once or twice before