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Arnold for 3ds Max
Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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normal map black edge and roughness problem

11 REPLIES 11
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Message 1 of 12
Kloworks
4014 Views, 11 Replies

normal map black edge and roughness problem

I spend hours try to solve the problem the issue :
normal map with black edge and roughness not showing in the render.
even the lights feel not working correctly.

1956-5552.png1957-252525.png

1958-hhhh.png1959-553535.png

1960-xcv1.png

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11 REPLIES 11
Message 2 of 12
Kloworks
in reply to: Kloworks

I try with simple sphere and roughness.

1961-xxxx.png

in arnold render nothing show.

Message 3 of 12
Slava_91
in reply to: Kloworks

Hi! For roughness you need check parameter Alpha is Luminance, in you file node. For normal map you need in bump2d node set bump type, like you normal map type(object or tangent space) and use aiSkydome with HDRI map. Viewport and render have different result. If you want see you shader work in viewport, use IBL.

1962-chrome-2018-07-10-19-34-18.png

Message 4 of 12
Kloworks
in reply to: Kloworks

1995-solve-roughness.png

@Slava Sych

Thanks a lot the roughness solved : ) only left one problem which is the normal map.
still the black edge show in some area, I tested out with cube that already baked.I feel like any 90 degree will show the black edge:

1996-edge.png

1997-edge2.png

so just to confirm is it a common thing happen in renders ? or is it a bug ?
in viewport is fine but in Aronld render not.

hope some of the team confirm about this situation

thanks

cube with normal map file:
cube-test.zip

Message 5 of 12
Slava_91
in reply to: Kloworks

in cube you have problem in map,his uv seams very strong.

If you model for sub-D, use arnold catmull clark.

Message 6 of 12
Kloworks
in reply to: Kloworks

well not sure if I got what you mean by map and uv seam strong, its common thing when you bake normal map and my model is not sub-D . (its low poly with baking normal map).

here how it looks like in marmoset toolbag 3 :

2007-nonormal.png2008-with-normal.png

and here in Maya :

2010-correct.png2011-not-correct.png

left one, view-port looks OK and fine.
right one, in Arnold render you can see these black edge it suppose to be the same look in view-port.

I also found this article which is the same problem, and they think its kind of bug in Arnold render

https://forums.autodesk.com/t5/maya-shading-lighting-and/normal-maps-won-t-render-properly-on-arnold...

Message 7 of 12
Anonymous
in reply to: Kloworks

Hi
What if you set filter to closest and put some value like 8 ?, does it solve your pb?
Also make sure to turn off Color to Signed in aiNormalmap

Message 8 of 12
Kloworks
in reply to: Kloworks

still same problem, "bump2d" the moment I plug it to normal camera, it start to show the black line on the edge.
I play with the filters I didn't see the "closest" but I tried all the filters but nothing change.

"aiNormal" I feel like its broken it doesn't do anything.
there is something wrong with the baking normal map for low poly and Arnold.
I think both "bump2d & aiNormal" is broken with the baking normal map to low poly.

there is 2 articles they talk about this problem :


https://answers.arnoldrenderer.com/questions/4156/why-isnt-arnold-rendering-my-normal-map-and-edges....

https://forums.autodesk.com/t5/maya-shading-lighting-and/normal-maps-won-t-render-properly-on-arnold...

if anyone want to test it I put the file the cube and the normal map :
cube-test.zip

Message 9 of 12
brian_Foley
in reply to: Kloworks

It looks like your normal map is DirectX. Arnold uses Open GL so you need to reexport or invert Y. I am thinking you are using DirectX in your viewport which is why it looked correct there.

Take a look are this link. It is for MaxtoA but the same issues should apply.

https://answers.arnoldrenderer.com/questions/169/why-do-my-normal-maps-appear-to-be-inverted.html

Message 10 of 12
Kloworks
in reply to: Kloworks

@Brian Foley

I tried that but non of these works , you can try the file that I attach it.
I do some test and it ignore the corners of the cube it suppose to be bevel look since I bake the normal map from high to low.
you can see I try (y and y-) ... see how it ignore the cube edges:

2016-nnnn.png

2017-nnnnnnnnnnnnnnn.png

--------------


and here I don't use Arnold and it looks perfect :

2018-xcc.png

2021-test3.png

the left one, with normal Lambert and normal render "correct"
the right with aistandardsurface and Arnold render "incorrect"
**bump2d show black edge.
**aiNormal show nothing in the corner.

and that's really problem since I do a lot of baking and hard surface that mean a lot of my render will show black edge.

so yeah, you can try my file if you want to test it out:
cube-test.zip

for my conclusion its kind of bug or Arnold cant figure out with 90 or 45 degree.

Message 11 of 12
malcolm_341
in reply to: Kloworks

I have the exact same problem, it appears Arnold is broken and the aiNormal map node can't render tangent space maps correctly if you use hard edges in the low poly. Will we ever see a fix for this?

Message 12 of 12
animap.company
in reply to: Kloworks

I've just this problem in Maya 2020,

for anyone comes here and has this issue:

ou just need to make "Unlock Normals" in the "Mesh Display" tab.

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