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Normal Map issue with arnold renderer black border

8 REPLIES 8
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Message 1 of 9
julio_campos_alvarez
411 Views, 8 Replies

Normal Map issue with arnold renderer black border

julio_campos_alvarez
Explorer
Explorer

Hi 

 

I created a project in maya with an fbx created in house. We added the normal map and we notice that there are a strange shadow when we render it with arnold.  I have a friend that tried the same with 3Dmax and arnold and got the same issue. So I guees the issue is related with Arnold.

 

I test the same model with other softwares and renderers. And in all this model and the normal map are working fine.

Here you could se some screenshots about the issue

 

normal_01.JPGnormal_02.JPG

 

Thanks

Normal Map issue with arnold renderer black border

Hi 

 

I created a project in maya with an fbx created in house. We added the normal map and we notice that there are a strange shadow when we render it with arnold.  I have a friend that tried the same with 3Dmax and arnold and got the same issue. So I guees the issue is related with Arnold.

 

I test the same model with other softwares and renderers. And in all this model and the normal map are working fine.

Here you could se some screenshots about the issue

 

normal_01.JPGnormal_02.JPG

 

Thanks

8 REPLIES 8
Message 2 of 9

lee_griggs
Autodesk
Autodesk

Are the normals locked? Try unlocking them and/or reversing them. If that doesn't work, upload the scene and I will have a look at it.

Lee Griggs
Arnold rendering specialist
AUTODESK
0 Likes

Are the normals locked? Try unlocking them and/or reversing them. If that doesn't work, upload the scene and I will have a look at it.

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 9

julio_campos_alvarez
Explorer
Explorer

Hi Lee,

 

If I unlock the normals the model changes completely. 

 

I attach a simple project. If you want to take a look. 

 

Thanks a lot !!

0 Likes

Hi Lee,

 

If I unlock the normals the model changes completely. 

 

I attach a simple project. If you want to take a look. 

 

Thanks a lot !!

Message 4 of 9

lee_griggs
Autodesk
Autodesk

This looks fine to me.

lee_griggs_0-1727931953816.png

 

Lee Griggs
Arnold rendering specialist
AUTODESK
0 Likes

This looks fine to me.

lee_griggs_0-1727931953816.png

 

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 5 of 9

julio_campos_alvarez
Explorer
Explorer

you have to put the model in this position 

 

julio_campos_alvarez_0-1727932180460.png

 

0 Likes

you have to put the model in this position 

 

julio_campos_alvarez_0-1727932180460.png

 

Message 6 of 9

jesus_zarzoso
Explorer
Explorer

Hello. This is the exact same issue as this one reported 3 years ago
https://forums.autodesk.com/t5/maya-shading-lighting-and/arnold-rendering-artefacts-on-smooth-lowpol...
The answer in that thread is
"

This is a known issue with low-poly meshes with normal-mapping. There is an internal ticket tracking the issue.

It is due to the normal map redirecting the edge beyond a limit and Arnold returning black as a result of an invalid direction.

The best workaround is to use subdivisions where possible.

"

It looks like no progress has been done to fix it in the last three years, Anyone knows if it's going to be fixed anytime soon?

Thanks!

0 Likes

Hello. This is the exact same issue as this one reported 3 years ago
https://forums.autodesk.com/t5/maya-shading-lighting-and/arnold-rendering-artefacts-on-smooth-lowpol...
The answer in that thread is
"

This is a known issue with low-poly meshes with normal-mapping. There is an internal ticket tracking the issue.

It is due to the normal map redirecting the edge beyond a limit and Arnold returning black as a result of an invalid direction.

The best workaround is to use subdivisions where possible.

"

It looks like no progress has been done to fix it in the last three years, Anyone knows if it's going to be fixed anytime soon?

Thanks!

Message 7 of 9

jesus_zarzoso
Explorer
Explorer

This issue is unfortunately very easy to replicate. Any mesh using smoothed normals and a normal map (any normal map. even ones with all the normals pointing in the Z direction) will render incorrectly. It is easier to replicate when the mesh has smoothed normals that deviate significantly from the face normals (>15º), but smaller deviations will still show the issue at some camera angles.
This is frustrating because other renderers (renderman, mantra, vray) don't have this issue.
Do any Arnold developers read this forum? In that case, are there any plans to fix this issue?

We'd love to use Arnold but this is a deal-breaker for us.

Here are some screen captures taken in 3D Studio MAX 2025.1 that show the issue clearly

1.PNG

2.PNG

3.PNG

   

0 Likes

This issue is unfortunately very easy to replicate. Any mesh using smoothed normals and a normal map (any normal map. even ones with all the normals pointing in the Z direction) will render incorrectly. It is easier to replicate when the mesh has smoothed normals that deviate significantly from the face normals (>15º), but smaller deviations will still show the issue at some camera angles.
This is frustrating because other renderers (renderman, mantra, vray) don't have this issue.
Do any Arnold developers read this forum? In that case, are there any plans to fix this issue?

We'd love to use Arnold but this is a deal-breaker for us.

Here are some screen captures taken in 3D Studio MAX 2025.1 that show the issue clearly

1.PNG

2.PNG

3.PNG

   

Message 8 of 9

Stephen.Blair
Community Manager
Community Manager

Would more subdivision fix the issue?


Who is "us"? Adding studio names to the ticket will help us prioritize the ticket. You can DM  me, or open a support case.



// Stephen Blair
// Arnold Renderer Support
0 Likes

Would more subdivision fix the issue?


Who is "us"? Adding studio names to the ticket will help us prioritize the ticket. You can DM  me, or open a support case.



// Stephen Blair
// Arnold Renderer Support
Message 9 of 9

jesus_zarzoso
Explorer
Explorer

Hello Stephen, thanks for your reply,

 

Subdividing the geometry helps to hide the issue, but it doesn't fix it. You can still see the issue when zooming in close enough, at some camera angles.

 

With "us" I mean our conpany VRBN Studios.

 

I can provide some extra examples that show the issue, if you want,

 

Thanks!

0 Likes

Hello Stephen, thanks for your reply,

 

Subdividing the geometry helps to hide the issue, but it doesn't fix it. You can still see the issue when zooming in close enough, at some camera angles.

 

With "us" I mean our conpany VRBN Studios.

 

I can provide some extra examples that show the issue, if you want,

 

Thanks!

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