I baked the normal map of the 3D model in 3dcoat, and I imported the normal map into Substance Painter, there is no problem.
However, the normal map is not displayed correctly in Octane.
Normal map is not correct in Octane
The normal map is displayed correctly. You can even see the errors in the Normal map texture that you attached. Your bake is not good.
Here is a screenshot of your OBJ from Houdini Viewport. You can see the same thing happening. I'm guessing your normals didn't export the way you wanted them.
Here is a screenshot of your OBJ from Houdini Viewport. You can see the same thing happening. I'm guessing your normals didn't export the way you wanted them.
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
galleon27 wrote:The normal map is displayed correctly. You can even see the errors in the Normal map texture that you attached. Your bake is not good.
Here is a screenshot of your OBJ from Houdini Viewport. You can see the same thing happening. I'm guessing your normals didn't export the way you wanted them.
I don’t really understand the setting of normal maps. Is there a different standard for normal maps?
As a result, it is available in some software and unavailable in other software.
Solved, I need to invert the green channelgalleon27 wrote:The normal map is displayed correctly. You can even see the errors in the Normal map texture that you attached. Your bake is not good.
Here is a screenshot of your OBJ from Houdini Viewport. You can see the same thing happening. I'm guessing your normals didn't export the way you wanted them.
- linograndiotoy
- Posts: 1355
- Joined: Thu Feb 01, 2018 7:10 pm
Yes, you have 2 standards, DirectX and OpenGL. And yes, they only differ in the way they're dealing with the Y (Green) channel, as you discovered.seker800 wrote: I don’t really understand the setting of normal maps. Is there a different standard for normal maps?
As a result, it is available in some software and unavailable in other software.