Normal Map bad shading in Rendered displayCycles : shadows on smooth shaded mesh, strange behaviorHow to...

What was the first Intel x86 processor with "Base + Index * Scale + Displacement" addressing mode?

Are Boeing 737-800’s grounded?

Why do games have consumables?

Unexpected email from Yorkshire Bank

Don’t seats that recline flat defeat the purpose of having seatbelts?

What does the "ep" capability mean?

Can SQL Server create collisions in system generated constraint names?

How can I place the product on a social media post better?

Mjolnir's timeline from Thor's perspective

Combinable filters

A ​Note ​on ​N!

"The cow" OR "a cow" OR "cows" in this context

Why other Westeros houses don't use wildfire?

Can I spend a night at Vancouver then take a flight to my college in Toronto as an international student?

Size of electromagnet needed to replicate Earth's magnetic field

The Defining Moment

Apply MapThread to all but one variable

a sore throat vs a strep throat vs strep throat

TIKZ - changing one block into parallel multiple blocks

Fizzy, soft, pop and still drinks

Can someone publish a story that happened to you?

How much cash can I safely carry into the USA and avoid civil forfeiture?

Packing rectangles: Does rotation ever help?

How can Republicans who favour free markets, consistently express anger when they don't like the outcome of that choice?



Normal Map bad shading in Rendered display


Cycles : shadows on smooth shaded mesh, strange behaviorHow to avoid terminator artifacts while still using smooth shading and the new pointiness attribute?Some areas of the mesh are darkNormal Map is strangely scaled when renderedNormal map curved edges with black shadingHeavy Shadows On meshesBaking normal mapNormal map does not work with tangent shading?Wrong baked normals projectionsNormal map causes flat shadingNormal map edge porblemBad normal map bakingNormal map rendering blocky shading/ shadows






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty{ margin-bottom:0;
}







2












$begingroup$


I have a Normal Map problem: I've baked a high-poly sphere to a low-poly, but whatever I try there's always a bad shading on the surface of the low-poly in Rendered display, between the light and the shadow. What am I doing wrong? Is it inevitable? Am I missing something? Thanks in advance.



Edit: Solved by Serge, it looks like it's the terminator issue, fixed with a bigger light size. Answer also given here by IkariShinji, and as Leander pointed out, here by Crazycourier.



file:



enter image description here










share|improve this question











$endgroup$








  • 4




    $begingroup$
    Looks like terminator problem
    $endgroup$
    – Serge L
    4 hours ago










  • $begingroup$
    wow you're right and it seems like the solution is to increase a bit the light size, thanks a lot, please give an answer so that it can be considered as solved. It took me the day to understand :p
    $endgroup$
    – moonboots
    3 hours ago








  • 2




    $begingroup$
    Possible duplicate of Some areas of the mesh are dark. Related and related (autosmooth).
    $endgroup$
    – Leander
    3 hours ago












  • $begingroup$
    thanks for your suggestions, Crazycourier answers correctly in your second link when he talks about light setups, in my case the solution won't be to Smooth shading (it's already smoothed), nor increase the topology (it would ask a very high level of subdivision and anyway it would make no sense in that case, Normal Map is used to avoid high-topology), nor Auto-smooth (doesn't work), but increase the light size.
    $endgroup$
    – moonboots
    1 hour ago


















2












$begingroup$


I have a Normal Map problem: I've baked a high-poly sphere to a low-poly, but whatever I try there's always a bad shading on the surface of the low-poly in Rendered display, between the light and the shadow. What am I doing wrong? Is it inevitable? Am I missing something? Thanks in advance.



Edit: Solved by Serge, it looks like it's the terminator issue, fixed with a bigger light size. Answer also given here by IkariShinji, and as Leander pointed out, here by Crazycourier.



file:



enter image description here










share|improve this question











$endgroup$








  • 4




    $begingroup$
    Looks like terminator problem
    $endgroup$
    – Serge L
    4 hours ago










  • $begingroup$
    wow you're right and it seems like the solution is to increase a bit the light size, thanks a lot, please give an answer so that it can be considered as solved. It took me the day to understand :p
    $endgroup$
    – moonboots
    3 hours ago








  • 2




    $begingroup$
    Possible duplicate of Some areas of the mesh are dark. Related and related (autosmooth).
    $endgroup$
    – Leander
    3 hours ago












  • $begingroup$
    thanks for your suggestions, Crazycourier answers correctly in your second link when he talks about light setups, in my case the solution won't be to Smooth shading (it's already smoothed), nor increase the topology (it would ask a very high level of subdivision and anyway it would make no sense in that case, Normal Map is used to avoid high-topology), nor Auto-smooth (doesn't work), but increase the light size.
    $endgroup$
    – moonboots
    1 hour ago














2












2








2





$begingroup$


I have a Normal Map problem: I've baked a high-poly sphere to a low-poly, but whatever I try there's always a bad shading on the surface of the low-poly in Rendered display, between the light and the shadow. What am I doing wrong? Is it inevitable? Am I missing something? Thanks in advance.



Edit: Solved by Serge, it looks like it's the terminator issue, fixed with a bigger light size. Answer also given here by IkariShinji, and as Leander pointed out, here by Crazycourier.



file:



enter image description here










share|improve this question











$endgroup$




I have a Normal Map problem: I've baked a high-poly sphere to a low-poly, but whatever I try there's always a bad shading on the surface of the low-poly in Rendered display, between the light and the shadow. What am I doing wrong? Is it inevitable? Am I missing something? Thanks in advance.



Edit: Solved by Serge, it looks like it's the terminator issue, fixed with a bigger light size. Answer also given here by IkariShinji, and as Leander pointed out, here by Crazycourier.



file:



enter image description here







normal-map






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 1 hour ago







moonboots

















asked 4 hours ago









moonbootsmoonboots

14.9k21127




14.9k21127








  • 4




    $begingroup$
    Looks like terminator problem
    $endgroup$
    – Serge L
    4 hours ago










  • $begingroup$
    wow you're right and it seems like the solution is to increase a bit the light size, thanks a lot, please give an answer so that it can be considered as solved. It took me the day to understand :p
    $endgroup$
    – moonboots
    3 hours ago








  • 2




    $begingroup$
    Possible duplicate of Some areas of the mesh are dark. Related and related (autosmooth).
    $endgroup$
    – Leander
    3 hours ago












  • $begingroup$
    thanks for your suggestions, Crazycourier answers correctly in your second link when he talks about light setups, in my case the solution won't be to Smooth shading (it's already smoothed), nor increase the topology (it would ask a very high level of subdivision and anyway it would make no sense in that case, Normal Map is used to avoid high-topology), nor Auto-smooth (doesn't work), but increase the light size.
    $endgroup$
    – moonboots
    1 hour ago














  • 4




    $begingroup$
    Looks like terminator problem
    $endgroup$
    – Serge L
    4 hours ago










  • $begingroup$
    wow you're right and it seems like the solution is to increase a bit the light size, thanks a lot, please give an answer so that it can be considered as solved. It took me the day to understand :p
    $endgroup$
    – moonboots
    3 hours ago








  • 2




    $begingroup$
    Possible duplicate of Some areas of the mesh are dark. Related and related (autosmooth).
    $endgroup$
    – Leander
    3 hours ago












  • $begingroup$
    thanks for your suggestions, Crazycourier answers correctly in your second link when he talks about light setups, in my case the solution won't be to Smooth shading (it's already smoothed), nor increase the topology (it would ask a very high level of subdivision and anyway it would make no sense in that case, Normal Map is used to avoid high-topology), nor Auto-smooth (doesn't work), but increase the light size.
    $endgroup$
    – moonboots
    1 hour ago








4




4




$begingroup$
Looks like terminator problem
$endgroup$
– Serge L
4 hours ago




$begingroup$
Looks like terminator problem
$endgroup$
– Serge L
4 hours ago












$begingroup$
wow you're right and it seems like the solution is to increase a bit the light size, thanks a lot, please give an answer so that it can be considered as solved. It took me the day to understand :p
$endgroup$
– moonboots
3 hours ago






$begingroup$
wow you're right and it seems like the solution is to increase a bit the light size, thanks a lot, please give an answer so that it can be considered as solved. It took me the day to understand :p
$endgroup$
– moonboots
3 hours ago






2




2




$begingroup$
Possible duplicate of Some areas of the mesh are dark. Related and related (autosmooth).
$endgroup$
– Leander
3 hours ago






$begingroup$
Possible duplicate of Some areas of the mesh are dark. Related and related (autosmooth).
$endgroup$
– Leander
3 hours ago














$begingroup$
thanks for your suggestions, Crazycourier answers correctly in your second link when he talks about light setups, in my case the solution won't be to Smooth shading (it's already smoothed), nor increase the topology (it would ask a very high level of subdivision and anyway it would make no sense in that case, Normal Map is used to avoid high-topology), nor Auto-smooth (doesn't work), but increase the light size.
$endgroup$
– moonboots
1 hour ago




$begingroup$
thanks for your suggestions, Crazycourier answers correctly in your second link when he talks about light setups, in my case the solution won't be to Smooth shading (it's already smoothed), nor increase the topology (it would ask a very high level of subdivision and anyway it would make no sense in that case, Normal Map is used to avoid high-topology), nor Auto-smooth (doesn't work), but increase the light size.
$endgroup$
– moonboots
1 hour ago










1 Answer
1






active

oldest

votes


















2












$begingroup$

Terminator issue hasn't got a proper solution for Cycles yet. Increasing Lamp's size makes penumbra bigger and issue becomes less visible.



Size setting is here:



enter image description here






share|improve this answer









$endgroup$














    Your Answer








    StackExchange.ready(function() {
    var channelOptions = {
    tags: "".split(" "),
    id: "502"
    };
    initTagRenderer("".split(" "), "".split(" "), channelOptions);

    StackExchange.using("externalEditor", function() {
    // Have to fire editor after snippets, if snippets enabled
    if (StackExchange.settings.snippets.snippetsEnabled) {
    StackExchange.using("snippets", function() {
    createEditor();
    });
    }
    else {
    createEditor();
    }
    });

    function createEditor() {
    StackExchange.prepareEditor({
    heartbeatType: 'answer',
    autoActivateHeartbeat: false,
    convertImagesToLinks: false,
    noModals: true,
    showLowRepImageUploadWarning: true,
    reputationToPostImages: null,
    bindNavPrevention: true,
    postfix: "",
    imageUploader: {
    brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
    contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
    allowUrls: true
    },
    onDemand: true,
    discardSelector: ".discard-answer"
    ,immediatelyShowMarkdownHelp:true
    });


    }
    });














    draft saved

    draft discarded


















    StackExchange.ready(
    function () {
    StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fblender.stackexchange.com%2fquestions%2f139205%2fnormal-map-bad-shading-in-rendered-display%23new-answer', 'question_page');
    }
    );

    Post as a guest















    Required, but never shown

























    1 Answer
    1






    active

    oldest

    votes








    1 Answer
    1






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

    votes









    2












    $begingroup$

    Terminator issue hasn't got a proper solution for Cycles yet. Increasing Lamp's size makes penumbra bigger and issue becomes less visible.



    Size setting is here:



    enter image description here






    share|improve this answer









    $endgroup$


















      2












      $begingroup$

      Terminator issue hasn't got a proper solution for Cycles yet. Increasing Lamp's size makes penumbra bigger and issue becomes less visible.



      Size setting is here:



      enter image description here






      share|improve this answer









      $endgroup$
















        2












        2








        2





        $begingroup$

        Terminator issue hasn't got a proper solution for Cycles yet. Increasing Lamp's size makes penumbra bigger and issue becomes less visible.



        Size setting is here:



        enter image description here






        share|improve this answer









        $endgroup$



        Terminator issue hasn't got a proper solution for Cycles yet. Increasing Lamp's size makes penumbra bigger and issue becomes less visible.



        Size setting is here:



        enter image description here







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered 2 hours ago









        Serge LSerge L

        1,6541514




        1,6541514






























            draft saved

            draft discarded




















































            Thanks for contributing an answer to Blender Stack Exchange!


            • Please be sure to answer the question. Provide details and share your research!

            But avoid



            • Asking for help, clarification, or responding to other answers.

            • Making statements based on opinion; back them up with references or personal experience.


            Use MathJax to format equations. MathJax reference.


            To learn more, see our tips on writing great answers.




            draft saved


            draft discarded














            StackExchange.ready(
            function () {
            StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fblender.stackexchange.com%2fquestions%2f139205%2fnormal-map-bad-shading-in-rendered-display%23new-answer', 'question_page');
            }
            );

            Post as a guest















            Required, but never shown





















































            Required, but never shown














            Required, but never shown












            Required, but never shown







            Required, but never shown

































            Required, but never shown














            Required, but never shown












            Required, but never shown







            Required, but never shown







            Popular posts from this blog

            Can't compile dgruyter and caption packagesLaTeX templates/packages for writing a patent specificationLatex...

            Schneeberg (Smreczany) Bibliografia | Menu...

            Hans Bellmer Spis treści Życiorys | Upamiętnienie | Przypisy | Bibliografia | Linki zewnętrzne |...