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I am running into an issue rendering a Normal Map that is mapped to a model using Mirrored/Flipped UV coordinates. Where the UV shells have been flipped/mirrored, the lighting is reversed.
Thanks.
Any ideas?
Have the normals flipped in the process?
Im sure they are stacked. Just one half of the object deleted, duplicated, mirrored and weldet.
I found that discontinuities like this can disappear if the normal map file node color space is correctly set to RAW instead of sRGB.