All my models get black normal map edges at certain angles, almost like a fernel effect. It only happens when I hook up a normal map to my model, not when just using Maya Soft Edge shading. When I open up the exact same scene in Maya 2018 it renders perfect!
What happened?
Here is 2019 and 2018:
Are you using the normal_map shader or the Maya bump node?
Is the color space set to RAW in the file node?
If that doesn't work can you upload the map somewhere?
My process was, that I clicked the checker next to the bump/normal map input in the material, and bound a regular maya file node to it, so it created the regular bump node between the file node and the material. This is how I have done it before and it has always worked, except in 2019. Does the new version have to use Arnolds own normal node?
And yes it is set to raw, and as you can see, the same scene in 2018 displays it correctly, and all I do is open the scene in the 2018 version.
Are you using Tangent Space Normals?
>Does the new version have to use Arnolds own normal node?
No, just curious.
I don't see any bump in the 2018 render btw?
Yes it does use tangent space normals, and yes it's not a fine detail normal map, it really just smoothes the model. I'm going for a cartoonish feel, så high frequency maps wouldn't do
The normal map is baked in Substance Painter, and it's definitely not empty, or just showing vertex shading.
This is a screencap of the normal map, as the 4k map was too big to upload here
Have you tried to adjust the Arnold attributes in the Bump node?
Is the original 8-bit?
It is 8 bit yes, and I have flipped the channels on and off. From what I could see, and what I've done in the past, is to export and OpenGL normal map from Substance, and then turn off Flip R and G channels. I don't think sliding the depth is gonna do anything
I'm seeing the same thing in my renders in Maya 2020. Is this a known issue?