Hi, this is almost certainly a bit-depth precision issue. Using a 16 bit per channel image, or baking at 16 bit per channel an re-saving should solve the issue. If you've baked the normal map at 8bits, and then set it to 16 bit in photoshop after the fact that won't help. What you want to do is: 1. Rebake in xnormal, but…
hmm.. seem to have fixed it lol. Turned out that use sRGB colour space was unticked on the texture in toolbag, and this was due to my texture, which i created the base for in DDO, seemed to be saved as a 16 bit image, which didn't allow me to use sRGB in toolbag, not sure why textures come out of quixel as 16 bit though :/
I seem to be getting the same issue. 16-bit .tiffs straight out of xNormal are darker and give bad results. Converting to 16-bit .png or 8-bit .tiff works though the NM shows up brighter in the preview. https://www.dropbox.com/s/haj7sfb1y09yiib/Explosive01.zip Loving TB2 so far. Looks like I know what I'll be getting for…
Not sure how important it is but 16 bit tiff seems broken for normal maps. Really like the IOR and can't wait to play around with the Dota 2 shaders :)
what bit-depth is the normalmap? have you tried a 16 or 32 bit depth to see if the issues go away? essentially - any compression or loss of accuracy in the normalmap will create artifacts like this.
16bit tiffs are unfortunately not likely to be something we can fix, the source is the tiff loader itself, basically we would need to write our own tiff loader to fix the problem. The best solution is to simply use psds for 16 bit files. But go ahead and send me an example tiff and I will get it bug logged. We have one…
Well it wouldn't work with a traditional renderer, but maybe it would in marmoset. a normal HDRi is 32-bit and the tonemapped version is 16-bit so you'll lose some information. I'm not sure if it would actually be noticeable in marmoset, I'll try it out.
Is it possible to render 16 bit normalmaps in TB2 (while preserving the color depth)? I tried but it seemed to render it with 8 bit depth only (I get these kind of problems). I cross checked the normalmap in Blender and there it renders smoothly without any kind of artifacts.
Thanks for your responses guys, almighty_gir you're right, I checked the bit depth and it was set to 8bit, however I've tried baking out a 16bit .TIF from xnormal as well as dividing the mesh but to no avail... Is there another way of getting a 16 bit normal map out of xnormal/is a .TIF the right way to go?
Hi guys! I was wondering about the Scale & Bias checkbox that is in the normal maps in Marmoset default shader All i know about it is that when using 8 bit normal maps it should be enabled but if you are using 16 bit normals it should be disabled. But i don´t get what this Scale and Bias really does in the image. Could…