After doing some tests the past few days, it seems that 3dsmax prefers to properly display local space normal maps over tangent space normal maps. These two objects here have the exact same DirectX FX shader and grey diffuse texture. Notice how the local-space looks how it should. Has anyone else here experienced the same…
The entire mesh had a single smoothing group both during and after the bake. I think that's pretty shitty if the local space is bypassing the smoothing, and giving me false visuals.
Yea I have, but they don't seem to properly support world/local-space normal maps. And using his scripts, I still get f'd up shading like the above pic.
[ QUOTE ] How can this happen when it's calulating the low res smoothing on top of it? I thought that it should be behaving just like the localspace map is, in max. [/ QUOTE ] The different methods work differently. World-space and local-space (or object-space, same thing) use the same style of normal map, normals are…
My guess is that the smoothing groups on the lopoly model are flawed. The local space normal map probably bypasses the existing smoothing, so it looks better than the tangent space one. Are the smoothing groups on the model the same as when you baked out the normal map? I'm pretty sure they should be, to give correct…
IMHO the local space one is displaying the normals as the tangent-space one should... surely the viewport display should be purely based on the normal map, if the low-res mesh is all one smoothing group? It's just max being assy... if you generated/rendered in Doom3, it'd be fine. Just for some reason Max's tangent-space…
Thanks for the comparison images, guys. That's really helpful - and cool looking models too! Adding a check box to choose which way the channels should go is very easy. Yes, I will add that to all my shaders. It's a handy feature - especially for a shader that's being used by several different companies. Solving the sharp…
This is confusing I don't see why tangent space normal maps work that way, then. The whole purpose of a normal map is a have the lighting of the high res mesh. How can this happen when it's calulating the low res smoothing on top of it? I thought that it should be behaving just like the localspace map is, in max. grr... As…
Hello, We're aware of the issue but still seeking the file in question. We need both the low and high-res objects in .max files, and we also need the generated normal map to verify the problem. Information about your graphics card and driver can be helpful too. For general suport issues, please use…