Normal Map appears too dark - any ideas

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Refracty
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I have a normal map (generated with xNormal) and need to apply it to a mesh but it shows up very dark.
Does octane only work with world space normals or where does this problem comes from?
Any help appreciated.
Attachments
NMap.jpg
normalMap.jpg
noNormalMap.jpg
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Refracty
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Any ideas?
tchoa
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Hello Nando!
You can post this simple scene and I or others can take a look at it.
Cheers
F
Win XP x64 | Q6600 2.40GHz | 8Go | GTX470 1.28Go // Win 7 x64 | I7 Q740 1.73Ghz | 6Go | GTX460m 1.5Go
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Refracty
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Hi Francois, my friend. Thank you. I might send you an email or PM :)
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Refracty
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Ah, I have got it.
Octane does not support 16 bit Normal Maps.
solved
tchoa
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:)
It would be useful to have 16bits bump and normal maps.
Also a uvSet selector for maps that implies for the standalone a new mesh node that's only catching a new uvSet.
Or we can expect an FBX importer...
F
Win XP x64 | Q6600 2.40GHz | 8Go | GTX470 1.28Go // Win 7 x64 | I7 Q740 1.73Ghz | 6Go | GTX460m 1.5Go
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Refracty
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and displacement maps would be nice
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