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Arnold is not calculating specular indirect of normal and bump ?
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So i've been trying to create recently some materials using normal and bumps map but after some test i found that my materials didn't have the same look with displace or with bump/nomal, especially for metal materials.
So i tried some test render and i found that they was no specular indirect calculated when i was using normal or bump maps, so it creates black areas (where it supposed to have reflections).
So did i change a setting somewhere i didn't have to change ?
Version with displacement only:
screenshot-543.png
version with bump only:
specular indirect pass from the displaced version:
So as you can see if i just overlay the specular indirect pass on the bump version render i get almost the same result as the displaced version.