Hi,
I am relatively new to Maya, especially texturing.
I ran into a problem with my normal maps when I tried to finalize my render of my Fender guitar.
There is an issue on the border of my 2 UV maps I can't seem to sort out. From a certain angle, the reflection makes it seem like the surface doesn't align. I tested the render without the normal maps and then the problem goes away, therefore I assume the normal maps cause the issue.
The normal maps were created in Substance Painter and I made sure I don't use any height info on the edge of the guitar. In Maya, I use soft edges, I attached a screenshot of the normals, the UV mesh, and the render.
My 2d bump attributes are used as Tangent Space Normals. The bump map color space is set to RAW.
Any help would be much appreciated
Alexisz
Solved! Go to Solution.
Solved by mspeer. Go to Solution.
If you have a such dens mesh how does the render look without normalmap.
You would need the normal only for surface detail.
Hi,
Thank you for your response.
I made a render without the two normal maps involved and as you can see, the surface is flat.
But I would like to use the normals for the additional surface detail.
Hi,
Thank you for your response.
Would it be possible to send them to you directly?
I would rather not post them publicly.
Hi!
You can upload the files to any server and send me the download link(s) in a private message.
Hi!
Thanks for the links.
This issue is caused by a precision issue.
You are using 8-bit images for the normal map and the common neutral value here is 127, however as 0 is the minimum and 255 the maximum the real midpoint is at 127.5 .
So either use a higher bit depth for your normal maps (and maybe a different format) or use a color correct node to add a small offset.
Here a V value of "0.002" (with HSV values) as color offset made these artifacts disappear.
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