Hi,
Is there a reason Arnold seemingly processes normals incorrectly in its lighting calculation? I've recreated the scene in Redshift (same normal maps, same everything) and it looks as expected.
![beauty_rs.png beauty_rs.png](https://forums.autodesk.com/t5/image/serverpage/image-id/1346647i44047B85695AFE3A/image-size/small?v=v2&px=200)
![beauty_arnold.png beauty_arnold.png](https://forums.autodesk.com/t5/image/serverpage/image-id/1346645iAB5A3D453A7A8DA4/image-size/small?v=v2&px=200)
Arnold clearly understands the Normal information as shown by the N AOV/aiUtility shader in ndoteye mode. Is this the result of some under-the-hood AO calculation? More pressingly, is there a way around it?
![normal.png normal.png](https://forums.autodesk.com/t5/image/serverpage/image-id/1346661i4BD3DE68C217E3F0/image-size/small?v=v2&px=200)
![ndoteye.png ndoteye.png](https://forums.autodesk.com/t5/image/serverpage/image-id/1346663iFC89F761EC8E7C70/image-size/small?v=v2&px=200)
For clarities sake, I've tried:
- Enabling subdivision/tessellation,
- Checking "Ignore Normal Smoothing" in render settings,
- Switching to aiStandardSurfaces (from aiToons)
I am using tangent-space normal maps, piped through a aiNormalMap, into the 'Normal Camera' attribute.
Thanks,
Will