Rendering my low poly mesh in Maya 2020, and getting odd dark edges when I apply a normal map to the aiStandardSurface. The dark edges always appear at glancing angles. I could be wrong, but it almost seems as if Arnold can't handle low poly objects with normal maps? Would really appreciate some help on this one if anyone knows of a solution.
And here's the wireframe:
This appears to be an issue with low poly objects, as you can see the shading in the viewport corresponds to the darkened edges in the render. However, the normal map should be countering this shading as it does in Unity or the Maya viewport when using bump2d.
Here's using bump2d in viewport:
The shader graph below. Normal map rendered from Substance in Open GL mode, set to Raw, alpha is luminance is unchecked, no colors flipped.
Anyone experienced similar results or know of a solution?
what is the color space for the normal map texture node, it should be RAW