Normal map displaying weird looking on mesh
AnsweredHi guys,
I may find a bug in InstaLOD that is when I have a fully soft edge mesh with baking normal map. it is looking incorrectly and I could not find a solution. But, when I put same mesh and normal map in marmoset toolbag, it is looking right as I desired.
Just wondering any solution or InstaLOD staff could look into that?
Cheers
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Official commentHello Steve,
Different applications display tangent space normal maps differently. To make sure that they are displayed correctly, tangent space normal maps must be created with a specific application in mind. InstaLOD can create normal maps that fit the tangent space calculations other applications use. You can find the setting inside the Texture Output tab in the Tangent Space panel. However, please note that the InstaLOD Studio XL viewport might render normal maps incorrectly when using a tangent space flavor for another application. Nevertheless, the output will yield the desired results based on the specified tangent space and should shade correctly within the target application.
You can find more information about normal maps in this InstaLOD Knowledge Base article.Thanks,ErhanComment actions -
Hi Erhan,
Thanks for your reply. But I'd like to try to use this higher polygon mesh with this existing normal map to bake a new normal map into the lower mesh.
So, The result is new baked normal map has the wrong looking eventually.
I use the same process to re-bake normal map in marmoset toolbag, and it's working well.Best regardsSteve -
Hello Steve,
What application are you targeting? As mentioned, even if InstaLOD Studio XL is not displaying the normals correctly in the viewport, InstaLOD can transfer the normal map on a lower poly mesh with your specified tangent space settings. That means that it should be displayed correctly in your target application. You can test this with InstaLOD by executing any operation that uses InstaLOD's baker and playing with the tangent space settings until the result displays correctly in the target application.
I'm not really familiar with Marmoset Toolbag, but in a forum post, I read that they have a similar tangent space calculation as Unreal Engine (Binormal Per Fragment - on, Normalize Per Fragment - off). That said, as this information is from a forum post I would take this with a grain of salt and test it out for myself.Thanks,Erhan
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