Hey guys, First off all, sorry if this has been covered already. I know this is not the first thread concerning normal maps, but I couldn't find any thread covering this specific topic. If there is a thread for this already then please direct me there :) Anyway. I had some free time at work yesterday and I decided to do…
I don't think object size has much to do with it, when I did the test model I had my scene setup to work with unreal units, and my plane was 1024 units, so unless you are talking about being much larger than that, I don't think it is the issue. Again I say it has to be something wrong with transfer maps, because these…
I didn't get a good bake when I replicated your model, and I noticed this issue on a hard surface weapon that I was doing a couple weeks back, and switched to xNormal to do bakes which fixed it. Now the vertex normal anomalies are definitely there, but my point is they are so small, that when rounding to an 8bit value they…
I would put my monkey on the scene size causing this, the smoothing errors appear in a moire pattern probably caused by the vertex spacing being somewhat consistent. Edit: 2013x64 on Xeon X3370 Precision errors are from color banding, otherwise fine Working units are set to centimeter Positional and Tangental tolerance are…
Bal> Probably due to the file being saved in newer Maya? (2013 64-bit). You have to use the "ignore version" flag in the Open options to get around the problem. But seeing as the OBJ seemed to give similar errors for you it seems like this problem is consistent between us too. At least in this case. So...as it seems now…
Mmm, I'm trying to reproduce this in Maya 2011x32, no luck, there are no smoothing precision errors when I check in the Component Editor. There are artifacts that pop up when I boost the levels like you do in Photoshop, but they are very subtle and I doubt they could ever be a problem (unlike your case) especially after…
Anyone else wanna give this a go? Please reproduce my model in the video. Do you also get these precision errors in the vertex normals of flat surfaces? Ty.
Could it not be that the extremes are mapped to the absolute values and everything shade of color in between there has the transition span you mention m4dcow? I'd agree about calling this a bug though. Did you manage a good bake with transfer maps with the mesh that has these vertex normal errors?
Can't open the .ma file (it's empty, probably version problem), but using your obj gives me the same very visible artifacts (and pretty large precision errors in the component editor). Don't really have time right now but I'll test some more later to try to see why the result can vary so much.
So I get the precision errors when creating the model the way you did, but I don't think that is the issue, because I baked the same models in xNormal with a perfectly smooth bake no weird artifacts. So maybe there is something fucked up with transfer maps? I noticed this awhile back when baking a weapon of mine, and got…