Home › Forums › Graphics / Blender › V3D PBR shader : normal map inverted
Tagged: pbr normal
- This topic has 8 replies, 3 voices, and was last updated 6 years, 7 months ago by Yuri Kovelenov.
-
AuthorPosts
-
2018-01-22 at 11:03 pm #1739DavidCustomer
I have tested verge 3D PBR node on one of my model and found out a weird behavior for normal map.
My model is symmetrical so I use the same same part of the textures for the left side and for the right side. So the UV island for the right side is the same has for the left side but inverted. When I use a PBR shader with a normal map, the normal map effect is also inverted for the right side : what is supposed to be pushed outward by the normal map is pushed inward and vice versa.
It seems UV map is used to determine the orientation of the surface or something like that.
Currently, the only workaround I found is to create a separate material for the right side and use a normal factor of -1… but it is inconsistent with Cycles behavior and other PBR based real renderers.2018-01-23 at 7:26 am #1741Mikhail LuzyaninStaffCan you attach an example blend file?
Co-founder and lead graphics specialist at Soft8Soft.
2018-01-23 at 9:49 pm #1764DavidCustomerno problem!
Original model cannot be uploaded but I created a simple scene to demonstrate the issue. Two simple planes with the same material but UV map of the plane on the right side has been flipped on the X axis.try to render the scene with Cycles : no problem
try to render the scene in Verge3D : normal effect is inverted on the right plane.2018-01-24 at 7:28 am #1767Mikhail LuzyaninStafftry to render the scene with Cycles : no problem
try to render the scene in Verge3D : normal effect is inverted on the right plane.Thank you, we found where is the problem and will fix it soon. Thank you for feedback, it’s very helpful!
Co-founder and lead graphics specialist at Soft8Soft.
2018-01-24 at 12:44 pm #1770DavidCustomerhappy to help!
… and waiting eagerly for the fix to be released2018-01-30 at 6:35 pm #1890DavidCustomerFound this in the release note for 1.0.5 published by Yuri
Fixed issue with normal mapping when used with a mirrored UV map.
Seems to be a fix of my issue… but I don’t see any improvement when I test this release
Forget to ship it ?
2018-01-31 at 7:12 am #1891Mikhail LuzyaninStaffIt was fixed but only for Blender Internal like material, not for PBR. It’s more complex problem that we think and it will be fixed little late because need more deep modifycation of the engine.
Co-founder and lead graphics specialist at Soft8Soft.
2018-05-03 at 9:13 pm #4068DavidCustomerI checked the last release and I gladly saw everything works fine now !
It is really the perfect schedule for me because I am currently in production for one of my client and I am using Verge3D.
Hope I could share the result later.Many thanks to the team !
2018-05-04 at 8:24 am #4075Yuri KovelenovStaff -
AuthorPosts
- You must be logged in to reply to this topic.