Hi,
When I use normal map with reflection/metalness, I have wrong render:
no normal map
and with normal map
this is the normal map
What I want, only small lines to be "bumped" down to have a floor with metal tiles. So the reflection on the floor should not be angled like that. I never had any problem with mental ray.
The same map in b&w with a 2dbump node works as it should.
Any hint?
thanks
Solved! Go to Solution.
Solved by michiel.van.gasse. Go to Solution.
Use the arnold image map to load the normal map and set it to linear color space.
Probably using sRgb?
it's worth...
this is with bump map and b&w image:
This is what I should have with the normal map aswell, I suppose. So why doesn't it work properly?
I do a try with your normal map and have the same issue. The solution to me is using aiNormalMap and aiImage and on aiImage set the colorSpace to Raw
I am on 3dsmax. using arnold normal map node and 3dsmax bitmap to load the file (changing gamma to 1 or 2.2 when loading the bitmap, only increases the angled reflection). Using arnold image node to load the bitmap does not change anything for the rendering (difference between linear and srgb just changes the angled reflection...)
The plain color between the lines in the normal map image is 128,128,255. So it should be flat inbetween the lines.
ok it is working fine with arnold image node. Thanks!
I was using 3dsmax "real world map size" for the uv, which works apparently only with 3dsmax bitmap node and not with arnold image node. Any trick to be able to use real world map size with arnold image node?
If you rather use the 3dsmax bitmap: enable the Gamma/LUT and load the texture with a Gamma of 1.0.
thanks! I was confused and tried a lot of different things...
unticking "color to signed" in normal map node let it worked almost properly (without gamma 1). When I tried gamma 1 it did not work. But now when I let "color to signed" ticked, it works with gamma 1 but not with gamma 2.2.
So a lot of options and I was lost.
A big thanks to you guys!