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Rendering with Arnold in Maya using the MtoA plug-in.
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Why do my normal maps appear to be inverted?

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Message 1 of 4
dadeFC4BK
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Why do my normal maps appear to be inverted?

 
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Message 2 of 4
dadeFC4BK
in reply to: dadeFC4BK

Most Max users are accustomed to using DirectX normal maps (even if they don’t realize it), however, by default Arnold relies on OpenGL normal maps to render correctly. If something appears to be incorrect with the normal map you’re using, this probably the issue. Luckily, there’s an easy fix.

28-normalmap-examples-001.jpg

In case you didn’t already know the difference between DirectX and OpenGL normal maps, DirectX reads green values as being Y down or negative, and OpenGL reads green values as Y up or positive. In Arnold, changing this is as easy as enabling the Invert Y checkbox in the Normal Map node.

29-normalmap-controlpanel-001.png

As this is a frequently asked question we have provided both the question and answer in this thread.

Message 3 of 4
BonfireCGI
in reply to: dadeFC4BK

Did not know this! Thank you so much!

Message 4 of 4
bioclone_ax45
in reply to: dadeFC4BK

thx 4 this, directly to the point, easy and with images showing the involved nodes, where to find the option and even explaining the base under this (like talk about OpenGL/DX)

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