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Normal vs UV

Posted: Sun Jun 15, 2014 8:45 pm
by marcus1070
Hi, i dont know if im doing something wrong, but there is a problem in use of the normal maps in box projection... it using the uv to shading!? well... a example here:
Look at the back
cobra_backnormal.png
Here is the UV..
ScreenShot012.png
And the material:
ScreenShot013.png
Did i something wrong?

Re: Normal vs UV

Posted: Mon Jun 16, 2014 12:09 am
by face_off
Hi, i dont know if im doing something wrong, but there is a problem in use of the normal maps in box projection... it using the uv to shading!? well... a example here:
I'm not sure I can see how you would use a box projection on that car. That would apply the normal map to each of the 6 sides of the car, and give the effect you are seeing in the render.

Regardless, IMO you are better off using the Texture Locator in the Shader Tree to feed the projection pin of the "Octane RGB Image" you are using for the normal map. If you do this, the plugin will do all the work for you, and you can simply move the texture locator, and the transform will be set automatically. You can set "Box" in the Projection Type of the texture locator. This is covered in the manual at http://render.otoy.com/manuals/Modo/?page_id=169.

Paul

Re: Normal vs UV

Posted: Mon Jun 16, 2014 1:23 am
by marcus1070
Paul, i had tryed all projection types, and all of them is giving me the same shading error... even the uv projection... see:
ScreenShot014.png

Re: Normal vs UV

Posted: Mon Jun 16, 2014 3:03 am
by face_off
Paul, i had tryed all projection types, and all of them is giving me the same shading error... even the uv projection... see:
Hi Marcus. I'm having trouble seeing what it /should/ look like if working correctly. Is the normal map for the water drops? If so, it looks like it rendering correctly in the image you posted.

Paul

Re: Normal vs UV

Posted: Mon Jun 16, 2014 3:22 am
by marcus1070
I think this will make more sense... when i disconnect the image node from the rgbimage note, the error still there and be more visible...
ScreenShot016.png

Re: Normal vs UV

Posted: Mon Jun 16, 2014 3:40 am
by marcus1070
AW.. solved it.. i just removed the normalmap output from the base rough paint... just let it on the gloss overlay... i think the mix material do some crazy thing about 2 same normal maps... well.. here it is...
ScreenShot017.png

Re: Normal vs UV

Posted: Mon Jun 16, 2014 3:43 am
by face_off
AW.. solved it.. i just removed the normalmap output from the base rough paint... just let it on the gloss overlay... i think the mix material do some crazy thing about 2 same normal maps... well.. here it is...
Ah OK - you might be right - having 2 normal maps might be confusing something. Happy to investigate further if you send me a test scene (could be a sphere with the material you posted).

You have some stunning renders in your portfolio!

Paul

Re: Normal vs UV

Posted: Mon Jun 16, 2014 4:14 am
by marcus1070
Thank you very much! :D .. here is a light version of the scene.. including some maps https://www.dropbox.com/s/pzh6x2k653bt1 ... srizzo.zip

Re: Normal vs UV

Posted: Mon Jun 16, 2014 5:34 am
by face_off
Thanks for posting that scene. If you plug that normal map into a diffuse material and apply to the bodywork, the crease is obvious. I have escalated this to Otoy to determine the problem.

Paul

Re: Normal vs UV

Posted: Mon Jun 16, 2014 10:32 pm
by face_off
Marcus - Otoy have looked at this and identified it's an issue with the normal map.
The colours in the normal map are a bit off. A value of (127 127 255) in the image corresponds to no distortion. The normal map here has (165 165 255) as background colour which corresponds to a constant distortion in some direction, so you will see the seams where the UV mapping changes orientation.
Paul