Hi, I'd like to render my baked normal map in Arnold CPU, does anyone know how to get rid of all these seams? Scene file here if you want to take a look https://forums.autodesk.com/t5/maya-shading-lighting-and/arnold-cpu-tangent-space-normal-map-has-seams-on-all-hard-edges/td-p/10840311
First thing to mention Arnold is bad rendering lowpoly with normalmap. Its made to render highpoly with detail normalmaps on top. I got the best results if i use the Arnold image node and flipped channels. I assume Arnold does use the same tangent space in all DDCs. It doesnt know how to deal with the tangent weighting in…
I've searched for two weeks now and came up with nothing, it appears to be a limitation/bug of the Arnold normal map shader everyone is having this same problem on the Arnold forum and a bunch of other forums. It looks like soft edges work which is good for Zbrush models and characters, but for environment stuff I think…
I am also curious to know this tutorial to correctly render normal-maps. Arnold is my renderer of choice and i'm frustrated that we can't properly render game assets.
I've followed the tutorial on the shader setup, but the issue persists. Could you point me to the tutorial about using object space + tangent space. Last time I met with Autodesk they actually fixed my Arnold bug with tangent space normal maps not rendering correctly unless you freeze transform, at the time he said Solid…