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Showing results for tags 'normal maps'.
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The normal maps lacks details and affects the smoothness.
Miguel-Alejandria posted a topic in Rendering
Hi, good day. I'm trying to recreate a scene i did on unity some time ago, learning about materials and nodes but i have a little problem with the normal map. The normal maps looks too simple of like a downgrade with less details... here i show you: As you can see, unity's version has more details, also if i increase the the value to gain more details it looks like the normal affects the smoothness: I'm using a node from the art samples, because there is not a standard material created on the engine with the nodes and i don't have the technical knoledge to create it from zero... anyways, the material i'm using is called: parallax_stones_1 This is the texture and the import settings (custom because it has the g inverted. Tell me if you need the import settings from unity) Am i messing something here? Edit: i think the following images are better references: -
Lately I've been trying to workout a problem with tangent space normal maps in Unigine. Basically, there's no real standardization for tangent space coordinate systems, and each engine presents it's own set of variables that can be drastically different from the next. Thus, baking normal maps becomes a problem, since in some basic cases it becomes very obvious that there's a mismatch. There's a piece of software called Handplane 3D that attempts to bridge that gap by reading in object space normal maps and the mesh, and spitting out tangent space maps that are calibrated to various engines. My current problem is that they don't have a preset for Unigine, and all of the calibrations I can bake display some degree of warping. These are the meshes I'm using. The right one is the low poly, and the left is the high poly I'm baking from. These are the various tangent space normal maps applied onto the low poly model in Unigine. Notice how almost all of them display some kind of inverted shadow on the top corner, and similar effects on the surface facing the camera. These surfaces are supposed to be flat. The Source and Unreal 3 engine calibrations are arguably the best, but even those display obvious problems in different areas. For reference, this is the high poly model, next to the Source normal map. Notice how the lighting on both sides of the high poly is completely smooth. Has anybody noticed this problem? There are times when objects are moving that it becomes painfully obvious. What can be done about this?
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