Normal map is not correct in Octane

Blender (Export script developed by yoyoz; Integrated Plugin developed by JimStar)
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seker800
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Joined: Thu Mar 21, 2019 7:40 pm

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.

Clipboard - 2020-07-09 15.41.49.png
Clipboard - 2020-07-09 15.43.04.png
1_Volume4_nmap.jpg
test.obj
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galleon27
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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.
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Annotation 2020-07-09 105711.png
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
seker800
Licensed Customer
Posts: 5
Joined: Thu Mar 21, 2019 7:40 pm

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.
seker800
Licensed Customer
Posts: 5
Joined: Thu Mar 21, 2019 7:40 pm

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.
Solved, I need to invert the green channel
Clipboard - 2020-07-09 21.51.56.png
linograndiotoy
OctaneRender Team
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Joined: Thu Feb 01, 2018 7:10 pm

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.
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.
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