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V3D PBR shader : normal map inverted

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Viewing 9 posts - 1 through 9 (of 9 total)
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  • #1739
    David
    Customer

    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.

    #1741

    Can you attach an example blend file?

    Co-founder and lead graphics specialist at Soft8Soft.

    #1764
    David
    Customer

    no 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.

    #1767

    try 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.

    #1770
    David
    Customer

    :yahoo:

    happy to help!
    … and waiting eagerly for the fix to be released

    #1890
    David
    Customer

    Found 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 :cry:

    Forget to ship it ?

    #1891

    It 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.

    #4068
    David
    Customer

    I 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 !

    #4075

    Hey David, you’re welcome! We are glad that it worked out for you. Looking forward to seeing your project online!

    Chief 3D Verger | LinkedIn | Twitter

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