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Methallic car paint doesn´t have normal map

3 REPLIES 3
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Message 1 of 4
Anonymous
387 Views, 3 Replies

Methallic car paint doesn´t have normal map

Hello I have a problem because I want to use a bake with hipoly in a lowpoly but metallic carpaint doesn´t have normal map, Is there a way to include normal map in the material?. Thanks
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Message 2 of 4
michael_nikelsky
in reply to: Anonymous

Hi,

 

no, our carpaint is completely procedural and does not use texture coordinates or image maps. Also the kind of normal map you are looking for is not supported by VRED. Normal maps are only used for detail maps in VRED. Using the normals from a higher resolution mesh on a lower resolution map creates a very strong disconnect between the actual geometry and the simulated geometry that does not work well in a raytracer.

 

Kind regards

Michael



Michael Nikelsky
Sr. Principal Engineer
Message 3 of 4
Anonymous
in reply to: Anonymous

oh I understand, but a need to reduce poligons because I am using VR (I don´t use raytracing) and I thought it was a good way to make a projection hi to low maybe in other software. thanks

Message 4 of 4
michael_nikelsky
in reply to: Anonymous

First of all I would make sure that geometry is really the issue in your case. The number of triangles are rarely the limiting factor on modern GPUs. The number of nodes in the scenegraph and the complexity and numbers of shaders are usually what brings down performance.

I recommend to first try to turn on Occlusion culling, since this can give quite a decent performance boost in some scenes. Depending on your scenario you can try setting the occlusion culling mode to fast mode by calling setOcclusionCullingMode(OcclusionCullingFast). Not however that this way you always use the culling results of the previous frame so switching viewpoints will cause broken renders for one frame. It also might not work in all cases which is why the fast mode is still considered experimental.

 

Then turn off the expensive material features like orange peel or and 3d structure based effects. Also the number of lightsources should be kept at a minimum since every shadowmap is expensive and in VR it is always recalculated since the scene changes all the time due to the controller.

 

Then try to make sure the number of nodes in your scene is not too high (ideally it should be less than 2000 or so). But don´t merge too much so it is still possible to cull many geometries. 

Also make sure you don´t have transformations on nodes that don´t need them. 

 

Reducing the Geometry itself would really be the last step if nothing else helps and the GPUs are already running at their limit.

 

Kind regards

Michael



Michael Nikelsky
Sr. Principal Engineer

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