Community
Arnold General Rendering Forum
cancel
Showing results for 
Show  only  | Search instead for 
Did you mean: 

MaxToA 3.2.65 And Arnold Normal Map Material

2 REPLIES 2
Reply
Message 1 of 3
derek.mallard
242 Views, 2 Replies

MaxToA 3.2.65 And Arnold Normal Map Material

I'm still having a rough situation where I'm seeing very black edges around my models using the Arnold Normal Map material. I've figured most of it out and it's not the normal map textures itself causing the issue, it's whatever version of MaxtoA that fixed the normal map textures not rendering properly. I've explained in my last thread and I don't know if anyone acknowledged it.


Here I have a plane and a sphere. The sphere is using the Arnold Normal map material and I've used a bright pane to expose the dark edges. (In other cases you can still see it regardless. Also I've tried a lot of other normal textures but it's not the issue as I said.)

The sphere has 13 segments here.

5185-1.jpg

And here it is with 100 segments and still using the normal material.


5186-2.jpg

I can use a turbosmooth on my models with a value of 3 or 4 but, that's gonna rip holes in them and it will hardly ever fix the issue. So I guess in my case, I can't use any normal materials without having to see those dark edges.

I was already asked if I changed any values within the normal materials and gamma values, and it doesn't help.


- I have a Windows 10 and I'm using 3DS Max 2020.


Will I not be able to use normals?

Labels (5)
2 REPLIES 2
Message 2 of 3
madsd
in reply to: derek.mallard

You are doing something fundamentally wrong in the process if you can semi fix it with a higher density model.
We need to find out where in a correct workflow you start to divert.

Message 3 of 3

@Mads Drøschler


This post took 3 days for it to be viewed by a moderator, over those days, I've found out something while looking at one of the character models. I was playing with the edges in editable poly mode and I've stretched one the edges upward and I can see the black edge as clear as a bright and sunny day. (it got thicker the more I stretched it)


Basically I always use physical material and I just select the "Arnold Normal Map" material in the node where it says "Bump Map". I then select the normal texture and I use them in "Input" and "Tangent", that's it.

Can't find what you're looking for? Ask the community or share your knowledge.

Post to forums  

Autodesk Design & Make Report