hi! I start with houdini and arnold coming from c4d when I reimnporte my scene and my shader in houdini I have a little problem with the normal map that I don't have on c4d. Under houdini the normal map works but lets appear the cutting of the uv and it is really very visible how can I do to get the same rendering as under c4d i. e. without these marks? there must be something I'm doing wrong.
render c4d https://vimeo.com/250426574
Solved! Go to Solution.
Solved by nezgro79. Go to Solution.
Hello whit naother object i have te same problem, but no on c4d or whit an other software render please somebody ?
Hello thank you for your time on c4d i have this setting. on houdini if i make a render whit this texture on renderman i dont have this problem but i prefer arnold
Can you make sure that the options have the same values as C4D (it looks like you have Invert Y on in HtoA but not in C4D), also check "color to signed".
Can you also try to turn on Smooth Derivatives in the Subdivision tab of the Arnold Properties on your object node?
Is it the same Arnold version on C4D and Houdini? Can you export an .ass file in C4D and in Houdini and send them to us so we can examine the differences?
Ok for c4d but for houdini its to difficult for me i put the ass file for c4d and the houdini project file
Thanks for the files. The houdini project is missing houdini/the wolf/rhino/mesh/mesh.obj - can you also provide this please?
It looks like you have a discontinuity in your uv coordinates where you are seeing the seam. Arnold will use the uv coordinates to create the tangent space in which to apply the normal map (https://support.solidangle.com/display/A5AFMUG/Normal+Map)
Try to model your uv coordinate seams along the open boundaries of the mesh to avoid this problem.
Actually, I don't understand how I have to make it work? Do I have to fold out again and leave more space between each part? You know why the c4d arnold doesn't have that worry? If there's one really boring thing about the 3d, it's the uvs.