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Normal Map node uses wrong UV layer in Blender

Home Forums Bug Reports and Feature Requests Normal Map node uses wrong UV layer in Blender

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Viewing 6 posts - 1 through 6 (of 6 total)
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  • #77732
    sergeverge
    Participant

    I’ve got a problem with material export from Blender 4.2 + Verge 4.7.1
    Normal Map node uses UV layer, which was manually selected in the mesh data tab, but not the one specified in node’s settings.

    “Sad smile” from the right of attached picture is incorrect UV layer export (sneak peek)

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    #77735
    kdv
    Participant

    Just do not use the NormalMap node without Shader nodes (Principled, Diffuse, whatever). Normal output is not supposed to be connected to Surface input. And your scene has no lights to see your normals…

    And keep in mind that Blender and Verge3D are two big differencies.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #77743
    sergeverge
    Participant

    This is just stripped example to explore the problem.
    It doesn’t work no matter what lights or shaders are used, I stil get wrong UV layer for Normal Map tangents.

    #77747
    kdv
    Participant

    Unwrap the second UV (even with different scale or shape) and it won’t be a problem. Looks like a point UV is the culprit. And yes, manually selected UV somehow affects the result in V3D.

    • This reply was modified 1 month ago by kdv.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #77762

    Hi,
    We managed to figure out why it’s happening. The fix is on the way!

    Soft8Soft Tech Chief
    X | FB | LinkedIn

    #78234

    Should work now!

    Soft8Soft Tech Chief
    X | FB | LinkedIn

Viewing 6 posts - 1 through 6 (of 6 total)
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