Hi everyone. Is there any way to force normal maps work. I tried gamma, I tried green channel inverted, nothing helped. Here is an example of the test scene where I baked normal map and it works perfect for scanline render and does not for Octane
https://youtu.be/ECPf4ttSPbI
Scene for 3ds max 2020 attached
Normal Maps does not work
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- Attachments
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- baking test.zip
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asus p8b ws [email protected] RAM-16gb and 3xGTX580 3gb I love octane and you guyz doing amazing job for us, THANK YOU
Here is scanline and octane lowpoly+normal map
asus p8b ws [email protected] RAM-16gb and 3xGTX580 3gb I love octane and you guyz doing amazing job for us, THANK YOU
- paride4331
- Posts: 3804
- Joined: Fri Sep 18, 2015 7:19 am
Hi be_fast,
I'm doing some tests, could you tell me which software you used to generate the normal texture you're using? Was it created using the 3dsMax tool?
Regards
Paride
I'm doing some tests, could you tell me which software you used to generate the normal texture you're using? Was it created using the 3dsMax tool?
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
Hi, thank you for replyparide4331 wrote:Hi be_fast,
I'm doing some tests, could you tell me which software you used to generate the normal texture you're using? Was it created using the 3dsMax tool?
Regards
Paride
I have used 3ds max 2020 scanline to bake normals map with projection modifier on lowpoly model catching highpoly
Last edited by be_fast on Thu Feb 06, 2025 5:47 am, edited 1 time in total.
asus p8b ws [email protected] RAM-16gb and 3xGTX580 3gb I love octane and you guyz doing amazing job for us, THANK YOU
The issue is octane doesn`t render normal map correctly not as a glossy material and also diffuse material renders incorrectly with normals as well. At the same time scanline renders this normal map perfectly. You can see that at the images I have attached abovetombyrom wrote:Did you bake the normal using the octane camera in bake mode? I could never get a good normal map bake from octane in 3dsmax...
I looked at your file, not sure what the issue is, the material in octane is glossy and the one in scanline is not?
asus p8b ws [email protected] RAM-16gb and 3xGTX580 3gb I love octane and you guyz doing amazing job for us, THANK YOU
- paride4331
- Posts: 3804
- Joined: Fri Sep 18, 2015 7:19 am
paride4331 wrote:Hi be_fast,
I'm not sure I fully understand the issue. Have you tried checking the invert box on the normal map?
Regards
Paride
Yes I did. It looks fine on your render.
I have artifacts somehow
https://i.gyazo.com/a3365761f1009d814ab ... d2274d.png
asus p8b ws [email protected] RAM-16gb and 3xGTX580 3gb I love octane and you guyz doing amazing job for us, THANK YOU
- paride4331
- Posts: 3804
- Joined: Fri Sep 18, 2015 7:19 am
Hi be_fast,
try this:
In material editor create a 3dsmax standard material
Add the normal map then apply the material to the object
In Render setup/Tools/Material Converter, use Convert Current Slot Material to convert only this material.
Now, you can see that the standard Normal Bump map is incorrectly connected to the Bump slot instead of the Normal slot
Swap the map from the Bump slot to the Normal slot
Here is the result attached.
Regards
Paride
try this:
In material editor create a 3dsmax standard material
Add the normal map then apply the material to the object
In Render setup/Tools/Material Converter, use Convert Current Slot Material to convert only this material.
Now, you can see that the standard Normal Bump map is incorrectly connected to the Bump slot instead of the Normal slot
Swap the map from the Bump slot to the Normal slot
Here is the result attached.
Regards
Paride
- Attachments
-
- baking test_.zip
- (3.19 MiB) Downloaded 429 times
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid