Remesh causes red results & twisted Normal map

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  • Official comment
    Support

    Hello Eduard,

    It is hard to determine the issue without seeing the model itself.
    Would it be possible to send us a file that recreates the issue so that we can take a closer look at it and get back to you with a solution?
    Simply upload the file via your InstaLOD Cloud account and we will be able to access it from our end.

    Thanks,
    Calvin

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  • Eduard Heitz

    I found out that the building has inner and outer side walls which are very close together. reducing the Ray length seems to fix the normal issue but im not sure if this is also disabling the normal map effect too much. 

    I am still searching for a way to adjust the color of the color map. input texture is beige, out becomes gray / black&white. How can I fix this?

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  • Eduard Heitz

    Hello Calvin,

    I wasn't able to upload data, but I could backtrack the issue with the red mesh result. Some meshes had materials with a .png that only had a red channel. (in nuke it was easily visible, in photoshop it was only shown as a gray channel). Copying the missing channels into the .png fixed the issue. Before it was baking a color map of which the result looked red in instaLod, but underneath it was just black & white.

    For the reduction presets I found good results by firstly optimizing for a 50% poly reduction for the first LOD1, then use remesh for LOD2 and LOD3. For the later two I used remesh: Reconstructed by FFCT Lowest and played with the Resolution between normal and low.

    For the normal map issue I found out that the Thickness Setting "Ray Length in %" in the texture output caused the issue. Especially with walls close to each other. Reducing it also reduced the black spots.

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  • Andreas Strunski
    Hello Eduard,
     
    Great to hear that you found the cause of the problem.
    Feel free to open a new thread if you have any further questions regarding InstaLOD.
     
    Thanks,
     
    Andreas
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