Problem with normal map

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Problem with normal map

Postby akvahouse » Sat Jan 06, 2018 10:44 am

akvahouse Sat Jan 06, 2018 10:44 am
Hello everyone, I had a problem with the normal map, it is inverted when applied, if the uv is done with mirroring. In a standalone version it works exactly the same. Here is an example of how a normal map should work:
2.png
Marmoset

And an example of how she works in octane:
1.png
Octane

This is how the model uv looks:
3.png
UV

Help please solve this problem. Thank you for attention.

1. Operating System (Windows 10)
2. Graphics Card(s) model (gtx 1060 6gb)
3. RAM Capacity (32 GB)
4. Nvidia driver version (388.43)
5. OctaneRender Standalone version, if installed (OctaneRender 3.07)
6. OctaneRender plugin version (Octane render for Cinema 4D 3.07 - R2)
7. Host application version, including build number if available (Cinema 4D R17.055)
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Re: Problem with normal map

Postby aoktar » Sat Jan 06, 2018 10:00 pm

aoktar Sat Jan 06, 2018 10:00 pm
What's standalone?
Getting inverse effect is normal if you used symmetry effect. Half part should have inverted normals. Please fix it.
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Re: Problem with normal map

Postby akvahouse » Sun Jan 07, 2018 11:11 am

akvahouse Sun Jan 07, 2018 11:11 am
aoktar wrote:What's standalone?
Getting inverse effect is normal if you used symmetry effect. Half part should have inverted normals. Please fix it.

Good afternoon, how I can fix this problem without changing the uv? I received an alembic file and therefore I can not change the uv. This problem does not appear in the marmoset and redshift, so I think this is specifically a problem in Octane. I'm not the biggest fan of the redshift, but I want to use octane for rendering.
1.png
Redshift
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Re: Problem with normal map

Postby omardex » Sun Jan 07, 2018 5:17 pm

omardex Sun Jan 07, 2018 5:17 pm
Hi ,I had the same problem a couple of years ago. the issue is with octane that doesn't interpret the mirror part even when the normals in the model are correct.

here is my post, sadly with this engine there is no direct solution the model must have complete uvs, overlapping mirrored uvs are no allowed or create a second material and assign it to the mirrored part with the inverted option active, not ideal but works.

viewtopic.php?f=30&t=58187&p=299156#p299156

sadly thou all other engines that I use don't have this issue.

best regards.

Omar
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Re: Problem with normal map

Postby akvahouse » Sun Jan 07, 2018 8:30 pm

akvahouse Sun Jan 07, 2018 8:30 pm
omardex wrote:Hi ,I had the same problem a couple of years ago. the issue is with octane that doesn't interpret the mirror part even when the normals in the model are correct.

here is my post, sadly with this engine there is no direct solution the model must have complete uvs, overlapping mirrored uvs are no allowed or create a second material and assign it to the mirrored part with the inverted option active, not ideal but works.

viewtopic.php?f=30&t=58187&p=299156#p299156

sadly thou all other engines that I use don't have this issue.

best regards.

Omar

Hi, thanks for the advice, I found the truth a little more correct way, I need to invert the green channel in the normal map, and add it to the mirrored geometry part.
Bad_1.jpg
Bad_normal


Bad_2_invert_normal_map.jpg
Invert_normal_parts


Good_invert_green_channel.jpg
Invert_green_channel
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