Seemed to have partially solved the problem if the normal maps are disabled, however with normal maps on there is just a tonne of noise! Diffuse Only: Diff + Normal:
If you are using a NVidia card, go to the Nvidia control panel ,on the previsualization options select ''Let the 3D application decide". This will solve your problem.
Throttlekitty, you were right, deselecting the extruded faces before going into object mode and mirroring seems to solve the problem. Thanks for your help!
I love you. Deleting the custom split normals solved the shading issues I think entirely (have to do a closer look). I didn't know that was a thing until now. I'm honestly not sure how autosmooth does the calculation. Is it anything above the number or below the number (< than 90 or than 90. )
I went on a bit of a tangent. it turns out that if you can draw lines between points you suddenly find yourself with some really interesting ways to graph UVs feeding it some simple UVs produces fairly obvious results (the warped_uvs node wraps up a bunch of functionality like tiling, offsets polar coords etc, and supports…
Solved it: got rid of Parray and SuperSpray, remade whole system on PFSources with editable polys insead of blobmesh as geometry, then baked particles with PFlowBaker and exported it to FBX
Yeah, perhaps you are right . I just have no time to turn it into special research project. Rather wondering if someone might share same opinion. Or perhaps just to understand a reason for such apparent mismatch with what offline renders do and what could be a proper workaround to solve this. I am not ready to hit my head…