I've got a scene in which there's a normal discontinuity issue across all UV seams on one UV island of a mesh:
There's no issue when using the hardware renderer:
This is because the left leg island has opposite UV winding. The viewport 2.0 renderer appears to ignore winding.
I would like to know if there is a way to ignore UV winding in Arnold, and if not, can the feature be added?
Thanks!
Are you sure its not just a flipped green or red channel? There is an option in the bump node for Arnold.
Not only am I sure, but you can be, too, if you look at the third image.
This is for Vray but check all Arnold rendering settings in the documentation to see if there's something similar, sorry that's all I can offer, we use Vray only.
Uninverted normal bump – A global option to prevent inversion of normal bump in tangent space on flipped UVs.
https://docs.chaosgroup.com/display/VMAYA/Textures+Overrides
Good luck.
Yep that's exactly the sort of thing I am looking for. Does autodesk actually monitor this channel?
I fear the only way is to rebake with unique uvs or use a displacement map. Arnold is traditionally a renderer used for fvx and not rendering game assets.
I know thats no excuse. But does explain why there is no solution.
Any rendering which relies upon UV-normal will be affected. This includes displacement. As someone above pointed out, this feature is available for Vray. This isn't specific to the application of the renderer, it's a feature which other software renderers do have.
Do you work for Autodesk? Can you pass this onto the Arnold team?
Im not an Autodesk employee.
I passed this thread to the Arnold Team.
There is no solution beside rebaking.
They made a internal ticket.
Just an idea, with no working proof... Can't you "invert" the displacement for that uv-shell? either edit the texture or paint some control mask for texture mix.
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Maya2019.1 @ Windows10 & GeForce GTX1080Ti
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I appreciate the thought, but I'm actually looking for the specific feature I requested. There's background but it's not going to be fruitful to get into it here.
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