face_off wrote:Hi Wim. I think a "zero" normal is 0.5, 0.5, 0.5, so a Normal value of 0, 0, 0 is actually a value normal heading in the -X, -Y, -Z direction. So potentially this is the correct behavior. I'm not sure in what situation the plugin would plug a 0 float texture value into a Normal pin, so I'm unsure how you are getting that. Perhaps the material conversion is not working correctly?I think we have this "Normal 0.0" bug back.
The image shows two identical, glossy, spheres.
The left one has the "Normal" node disconnected and for the right one it's set to 0.0. Which then screws up the surface of the sphere.
No biggie, just wanted it to mention anyway.
EDIT: I forgot to mention, this happens when you first plug the Node Type -> "Greyscale color" into the "Normal" channel, and then set it to 0 for the render.
Paul
I have no situation, where I actually do this haha ... The material conversion usually works very nicely for me, no issues there. ... For this particular render, I just loaded a random material from my local DB, so it must have been one from the older days, in which the Normal channel maybe was set to greyscale color at 0.0