I have an object with an unwrapped normal map, to which I apply a symmetry modifier in 3ds Max. The problem is that the normal map gets inverted on the symmetrical part of the object. Is there an easy way to fix this problem, without having to create a new material with the tangents flipped for the symmetrical part of the object?
Tank you.
This is what I get when showing the normal map:
And this is what I get when rendering the image:
The lighting on the symmetric part of the object is not according to the normal map.
Does any6one knows how to solve this problem?
Thank you.
Thank for your answer Lee.
The problem of applying the Invert XYZ to the material is that it will correct the symmetrical part of the object, but at the same time it will also invert the original part of the object. Then the symmetrical part will be ok, but the original part will be inverted, since both parts belong to the same object, to which a single material is applied. Maybe the only solution is to create two materials, one with the original XYZ, and the other with the inverted XYZ, and apply the to the original and inverted parts of the object respectively. However, this looks like an old fashion solution for the renderer the is supposed to be a modern, state of the art tool.
I think there are some 3d rendering engines (such as Mental Ray or ART renderer) that identify automatically when a symmetry was created and would invert automatically the normal map. Do you know if Arnold also capable of doing this?
Thank you.