(Don't know if I'm posting this again since I didn't get any indication...)
I have 3DS Max and using Arnold with the latest MaxtToA.
Long story short. I'm working on a very nice scene and some annoying issues popped up.
This is what I DON'T WANT.
And this is with the normal map disabled.
It's what I want but, I really need the normal map for details.
I tried adjusting the gamma values and tinkering with things that may have something to do with the normal map material. This issue shows up at certain, but at most camera angles. And it's not just this character model that's having the issue.
Have you tried shuffling the order, inverting X, Y, Z?
If that doesn't work can you post the normal map and a simple scene file?
The link does not work for me.
The scene file was too big to fit the post and I can't seem to get the link working. Can I send it to you by Email/Gmail?
Can you upload it somewhere like Gdrive, dropbox etc.
The thing is that I did upload it to dropbox heh...
I don't know why I'm using the post's link when I could just give it to you directly...
https://www.dropbox.com/s/br7pkm8qytwde60/Nepgear%20Scene.zip?dl=0
Sorry, I was ill last week. You are using the Physical Material. Do you get the same issues using the Standard Surface shader?
I'm very sorry that you were ill, glad that you're better.
And yes, I do get the same issue. Is it it possible other people are having this issue but probably don't notice it?
No, it works great fundamentally in normal situations.
I tried your normal map on a flat plane, didnt see anything unnormal there.
I think you need to study the mesh and normals and how the explicit normals are stored in the mesh, or that shadermap 4 does something realy odd in the normal generation process.
It's usually any normal map I download along with a model some artist makes. (I don't use shader map 4 unless I need to generate a map) And the models I use are mostly video game character models that have their own normal maps.
Also, I've done some testing too and found out something.
Here I have a plane with no texture, and a sphere with at least 13 segments. The sphere is using a normal map. (Not just the normal map I uploaded in one of my posts)
And here, it has around 100 segments and is still using the normal map.
As you said, I still have to study the mesh. Maybe the character models lack the amount of polygons?
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