Normal map working like substance painter

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Kai_Liu
Licensed Customer
Posts: 3
Joined: Fri May 05, 2017 2:37 am

Hi Everybody,

I know it's probably a long shot but is there a way to make the normal map functioning like the substance painter and UE4?

Since the new 30 series have way larger gpu rams, I am thinking maybe I can just use denser meshes instead of using displacement and subdivisions.

But So far I found the Octane's normal map still not working like those real time renderers, even with larger and denser meshes.

Could anyone provide any solution to this?

Many thanks.
nejck
Licensed Customer
Posts: 181
Joined: Fri Sep 28, 2018 5:24 am
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Hey! Could you please elaborate on what you mean by "functioning the same as in Substance Painter"? Have you tried inverting one of the channels perhaps?
Kai_Liu
Licensed Customer
Posts: 3
Joined: Fri May 05, 2017 2:37 am

nejck wrote:Hey! Could you please elaborate on what you mean by "functioning the same as in Substance Painter"? Have you tried inverting one of the channels perhaps?
Hi nejck,

Thanks for your Help. And yes, I have inverted the Green channel.

The normal map does have some effect in Octane. But the sharp edge or corner just cannot be displayed as round as in Substance.

May I ask what's your method to bake normal from substance for Octane? Or should I change some settings in Octane ?

I have attached a simple mesh shows in both Octane and Substance.

Many thanks.
Attachments
same normal map but still looks very sharp in Octane
same normal map but still looks very sharp in Octane
Mesh with sharp edge looks round on edges with normal map in Substance
Mesh with sharp edge looks round on edges with normal map in Substance
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