Announcement

Collapse
No announcement yet.

normal mapping producing strainge artifacts

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • normal mapping producing strainge artifacts

    Hi All,

    Thought I would post here as I hijacked another thread in general but it seems to have fallen of deaf ears.

    I wanted to create a micro scratch effect in vray and was following this tutorial

    http://viscorbel.com/microscratches-...vray-tutorial/

    However when i recreate the scene my scratches dont seem to radiate evenly perpendicular to the light source but rather have a strange pinch effect to them at 4 points

    see attached image and file that illustrates the issue, the map i have used can be found on the above link

    any pointers as to what im doing wrong would be much appreciated

    cheers

    matt
    Attached Files

  • #2
    I did some tests I got the same behavior here.
    It looks like a bug so I am going to forward the case to our developers for further investigation.
    Svetlozar Draganov | Senior Manager 3D Support | contact us
    Chaos & Enscape & Cylindo are now one!

    Comment


    • #3
      Hi,

      Have you ever tried to invert the Y(green) channel of the normal map from 3ds Max in Maya?

      Best Regards,
      Sangho Jung

      Comment


      • #4
        Originally posted by sersia View Post
        Hi,

        Have you ever tried to invert the Y(green) channel of the normal map from 3ds Max in Maya?

        Best Regards,
        Sangho Jung
        Thanks for the tip that seemed to do the trick

        cheers

        matt

        Comment


        • #5
          Thanks friend! it's works for me!
          Igor Colaiacovo

          Lighting TD - Vetor zero
          www.igorvfx.com
          https://vimeo.com/igorvfx

          www.vetorzero.com.br

          Comment


          • #6
            only 6 years and this still hasnt been fixed

            Comment


            • #7
              Hi! you need to inver y on normal map
              https://vimeo.com/171439687
              Igor Colaiacovo

              Lighting TD - Vetor zero
              www.igorvfx.com
              https://vimeo.com/igorvfx

              www.vetorzero.com.br

              Comment


              • #8
                I am a 3ds Max user, so I know I am posting in the wrong forum section, but this is the closest discussion to the issue that I am having, and I wanted to cover all my bases. Like matthew999 I am revisiting the old Viscorbel tutorial (really had to dig since his website is down, but I found a Russian language version and was able to use Google Translate to read it) and I am not getting the round halo scratch highlights shown in the tutorial. I am getting 3 distinct rays emanating from the light source hotspot. I am feeding a B/W .png of scratches into a VrayBump2Normal Map, then into a VrayNormal Map, and into the bump slot of a VrayMaterial. The VrayBump2Normal has 4 modes (Tangent Space, Local XYZ, Screen Space, World Space), and the Normal Map has options to flip red, flip green and swap red and green. I've tried every possible permutation of these settings and all it does is change the direction/distortion of the 3 rays.

                I have tried this in Vray 4.10.03 (haven't moved to recent release since there are some projects that need to complete first) and I went back to my 2018 install and loaded 3.60.02 and got virtually identical results.

                Again, I know this is the Maya forum but if anyone has any suggestions I am all ears. I am posting this in the Max forum as well.

                Thank you very much
                Lee

                Max Thread - https://forums.chaosgroup.com/forum/...icro-scratches
                Last edited by Drachen; 27-03-2020, 06:09 PM.

                Comment


                • #9
                  are you directly assigning the normal map for scratches or using box projection? i found the ony way to get it to work was with direct assignment of normal map. if you projection map normals they do not work. Been like this for 7 years

                  Comment


                  • #10
                    I've used the embedded mapping coordinates from the sphere object. Applied Planar, Spherical, Cylindrical, and Box UVW maps, tried setting the texture map to planar from World XYZ, planar from Obj XYZ, and used the Vray Triplanar Tex. I am not certain what direct assignment is. Chaos Group asked me to submit an example scene on my post in the Max forums, hopefully they will find a solution. I appreciate your suggestion, but again I am not certain what direct assignment is. Been a Max user for about 20+ years and I've never heard that term before. Is it a Maya feature?

                    Comment

                    Working...
                    X