Normal Map bad shading in Rendered displayCycles : shadows on smooth shaded mesh, strange behaviorHow to...
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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;
}
$begingroup$
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:
normal-map
$endgroup$
add a comment |
$begingroup$
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:
normal-map
$endgroup$
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
add a comment |
$begingroup$
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:
normal-map
$endgroup$
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:
normal-map
normal-map
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
add a comment |
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
add a comment |
1 Answer
1
active
oldest
votes
$begingroup$
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:
$endgroup$
add a comment |
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1 Answer
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$begingroup$
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:
$endgroup$
add a comment |
$begingroup$
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:
$endgroup$
add a comment |
$begingroup$
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:
$endgroup$
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:
answered 2 hours ago
Serge LSerge L
1,6541514
1,6541514
add a comment |
add a comment |
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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