Table of Contents High Quality Normal Mapping in Cycles Blend File Cycles and other path tracers are particularly susceptible to what I call the mirage problem when you apply normal maps or bump maps to the mesh. This occurs when you put a normal map on a mesh that bends the reflection vector too far away from the…
baking in Maya works perfect as long as you do everything correctly :D Normal maps are fickle. 1. Got to have uv seams on any hard edge with enough padding and a hard edge on any uv seams (sounds the same but kinda different lol) I use a script that auto sets the edge softness and then if there are any big planar faces…
Heh this thread came up when I did a Google search for a Maya 2008 transfer maps issue I've been having - not AO, but just normals, and I think it might be the same issue that Daz is having. Basically from what Daz has posted, it looks to me like the baked texture is taking information from the target meshes (the lowpolys)…
EQ maybe you can clarify something I noticed. When making low poly models (cage) that don't have an even distribution of edges (perfect quads) you get all kinds of lighting errors. You can call these smoothing errors, but it's really a limitation in how vertex lighting works. I noticed that if I don't take the time to get…
Yeah, that's the unfixed bug I entered regarding the tangents. If you set Normals to Import and Tangents to Calculate, it will create vertex splits in the tangents in the same place it would create smoothing splits if it were auto-calculating the normals using the Smoothing Angle value. Even though the normals are set to…
Are you using Open GL normal maps or Direct X normal maps? It kind of looks like your normals are reversed. (Different software uses different normal maps, and you sometimes have to invert the green channel before switching software. If you don't the normals look all kinds of weird.) But also on your low poly mesh, check…
ur using max right? in max the normals on the polygons or an everyday normal mesh is by deafult set on display normals like crupp Example: http://zoffty.free.fr/images/gallery/Average_Normals.gif you can look where the normals are going bu adding a "edit normal modefyer" this shit is complicated and I dont fully understand…
Mike670 pretty much answered it, but I want to explain that when you bake normals to a model, the normal map texture you get from it is a combination of hi poly detail and the low poly smoothing groups (essential the mesh normals). If the texture being applied was created from a single plan surface, the mesh normals would…
At the moment, you don't type a distance... you drag the ditance helpers to the desired distance. I may add a type-in control at some point. Incidentally, I did update WW today. You can now export models with normals controlled with explicit normals, etc (from an Edit Normals modifier or from a model brought in from Maya).…
dunno how the line art shader works, but a guess is that it is reading the normals, and export from UE won't include shading information, so all the edges are hard. if you unlock the normals and smooth them by angle that may solve the issue.