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๐งต self-reflections not working
Anonymous at Thu, 3 Mar 2022 02:42:15 UTC No. 885396
If I set my metallic to 1 and I have a normal map created from Painter I get a total black areas in maya (renderman) or equally bad, extremely stretched shading in blender (cycles). In real life these areas would be self reflecting yet when I try to increase the diffuse or specular depth amount it does absolutely nothing in both programs. This simply cant be correct. This is a tangent space normal baked from SP. What should I do?
Anonymous at Thu, 3 Mar 2022 03:28:59 UTC No. 885406
>>885396
>normal map
offline render engines aren't really designed to work with normal maps that way. At most they're used for tiny surface details. What you need is either a higher poly fully 3D model or a height map that's used to offset a really really highpoly flat surface.
Anonymous at Thu, 3 Mar 2022 08:15:16 UTC No. 885415
>>885396
As the first post said, use a displacement/height map if you want to create physical details on a model via textures. Ray tracing doesn't work well with low poly geometry and normal maps.
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Anonymous at Sat, 5 Mar 2022 07:20:46 UTC No. 885693