question

Tim Neveu avatar image
Tim Neveu asked ·

Normal maps and object edges

Hi all,

So, I've been beating my head against this one for a while now. I have the following items which I created using high poly to low poly techniques. I'm much more familiar with game pipelines than rendering in maya.

I get that substance painter renders things differently.. and i've gone thru everything i can find to export from one to the other but these are not even close. One of the most jarring issue (well.. there seem to be a lot of issues) is a lack of any edge definition. Any edge definition seems to be coming from the geometry only.. everything looks rounded and blobby.

I'm using an aiNormalmap node with the material input set to tangent.. I've tried just about every combination and these are the best results I get.

Should it be in the normal slot? Is there a step i missed somehow? Or is this simply the wrong workflow when rendering with Arnold?

normal map
normalmap-issues.jpg (139.9 KiB)
normalmap-mat.png (1.4 MiB)
10 |600 characters needed characters left characters exceeded

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

Mike Farnsworth avatar image
Mike Farnsworth answered ·

Your normal map data should be plugged into the 'Input', not 'Tangent'. The main input to the normal map shader is the normal map itself, and the tangent and normal parameters are used to define a custom tangent space. Imagine you had generated a tangent vector map out of Mudbox or something like that, you could plug that into the 'Tangent' input.

Under normal circumstances, you shouldn't need to do that, however.

Share
10 |600 characters needed characters left characters exceeded

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

Tim Neveu avatar image
Tim Neveu answered ·

Hmm.. honestly that was the first thing I tried.. but I must have had another setting wrong along the way so I figured it must not be right. Now i just feel stupid.. haha


normals-ok.jpg (184.8 KiB)
1 comment Share
10 |600 characters needed characters left characters exceeded

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

No that's great! It's not immediately obvious from those parameter names what plugs into what.

Another thing to try, given the nature of your model, is to use linear subdivision (instead of Catmull-Clark). It might improve the result, as your harder edges look a bit soft.

0 Likes 0 · ·

Write an Answer

Hint: Notify or tag a user in this post by typing @username.

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

Welcome to the Arnold Answers community.

This is the place for Arnold renderer users everywhere to ask and answer rendering questions, and share knowledge about using Arnold, Arnold plugins, workflows and developing tools with Arnold.

If you are a new user to Arnold Answers, please first check out our FAQ and User Guide for more information.

When posting questions, please be sure to select the appropriate Space for your Arnold plugin and include the plugin version you are using.

Please include images, scene and log files whenever possible as this helps the community answer your questions.

Instructions for generating full verbosity log files are available for MtoA, MaxtoA, C4DtoA, HtoA, KtoA, and Kick.

If you are looking for Arnold Documentation and Support please visit the Arnold Support site.

To try Arnold please visit the Arnold Trial page.

Bottom No panel present for this section.