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Shading Normals are not respected?

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willMarciano
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Shading Normals are not respected?

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.pngbeauty_arnold.png

 

 

 

 

 

 

 

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.pngndoteye.png

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

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