Normal Map bad shading in Rendered display [duplicate]Some areas of the mesh are darkCycles : shadows on smooth shaded mesh, strange behaviorHow to avoid terminator artifacts while still using smooth shading and the new pointiness attribute?Smooth shading not so smooth?Normal Map Baking Error, UVs are emptyHow to bake normal map if the models intersect?Simple normal baking - strange resultSurface looks cracked with normal mapCan't bake normal mapweird normal map bake from high to low polyWeird normal map behaviorNormal Map Cycles Baking HelpLight direction in Normal Map BakeHow can I get a smooth rounded shaped normal map?
What is a common way to tell if an academic is "above average," or outstanding in their field? Is their h-index (Hirsh index) one of them?
How long did it take Captain Marvel to travel to Earth?
Python 3 - simple temperature program version 1.3
Hostile Divisor Numbers
GitLab account hacked and repo wiped
Gerrymandering Puzzle - Rig the Election
While drilling into kitchen wall, hit a wire - any advice?
What is the meaning of 「隣のおじいさんは言いました」
Has the United States ever had a non-Christian President?
Convert Numbers To Emoji Math
Efficient deletion of specific list entries
What is more safe for browsing the web: PC or smartphone?
How to preserve a rare version of a book?
Referring to person by surname, keep or omit "von"?
Which "exotic salt" can lower water's freezing point by –70 °C?
Where did Lovecraft write about Carcosa?
Given a safe domain, are subdirectories safe as well?
Why does blending blueberries, milk, banana and vanilla extract cause the mixture to have a yogurty consistency?
What is monoid homomorphism exactly?
Where to draw the line between quantum mechanics theory and its interpretation(s)?
Is it normal for gliders not to have attitude indicators?
Emergency stop in plain TeX, pdfTeX, XeTeX and LuaTeX?
Why increasing of the temperature of the objects like wood, paper etc. doesn't fire them?
Make me a minimum magic sum
Normal Map bad shading in Rendered display [duplicate]
Some areas of the mesh are darkCycles : shadows on smooth shaded mesh, strange behaviorHow to avoid terminator artifacts while still using smooth shading and the new pointiness attribute?Smooth shading not so smooth?Normal Map Baking Error, UVs are emptyHow to bake normal map if the models intersect?Simple normal baking - strange resultSurface looks cracked with normal mapCan't bake normal mapweird normal map bake from high to low polyWeird normal map behaviorNormal Map Cycles Baking HelpLight direction in Normal Map BakeHow can I get a smooth rounded shaped normal map?
.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;
$begingroup$
This question already has an answer here:
Some areas of the mesh are dark
2 answers
I have a Normal Map problem: I've baked a high-poly sphere to a low-poly, but whatever I try there's always a bad shading on the surface of the low-poly in Rendered display, between the light and the shadow. It disappears if I unplug the Normal Map. What am I doing wrong? Is it inevitable? Am I missing something? Thanks in advance.
Edit: Solved by Serge, it looks like it's the terminator issue, fixed with a bigger light size. Answer also given here by IkariShinji, and as Leander pointed out, here by Crazycourier.
file:
normal-map
$endgroup$
marked as duplicate by Leander, metaphor_set, Ray Mairlot, Scott Milner, Duarte Farrajota Ramos♦ Apr 27 at 23:26
This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.
add a comment |
$begingroup$
This question already has an answer here:
Some areas of the mesh are dark
2 answers
I have a Normal Map problem: I've baked a high-poly sphere to a low-poly, but whatever I try there's always a bad shading on the surface of the low-poly in Rendered display, between the light and the shadow. It disappears if I unplug the Normal Map. What am I doing wrong? Is it inevitable? Am I missing something? Thanks in advance.
Edit: Solved by Serge, it looks like it's the terminator issue, fixed with a bigger light size. Answer also given here by IkariShinji, and as Leander pointed out, here by Crazycourier.
file:
normal-map
$endgroup$
marked as duplicate by Leander, metaphor_set, Ray Mairlot, Scott Milner, Duarte Farrajota Ramos♦ Apr 27 at 23:26
This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.
5
$begingroup$
Looks like terminator problem
$endgroup$
– Serge L
Apr 27 at 16:09
$begingroup$
wow you're right and it seems like the solution is to increase a bit the light size, thanks a lot, please give an answer so that it can be considered as solved. It took me the day to understand :p
$endgroup$
– moonboots
Apr 27 at 16:34
4
$begingroup$
Possible duplicate of Some areas of the mesh are dark. Related and related (autosmooth).
$endgroup$
– Leander
Apr 27 at 17:27
$begingroup$
thanks for your suggestions, Crazycourier answers correctly in your second link when he talks about light setups, in my case the solution won't be to Smooth shading (it's already smoothed), nor increase the topology (it would ask a very high level of subdivision and anyway it would make no sense in that case, Normal Map is used to avoid high-topology), nor Auto-smooth (doesn't work), but increase the light size.
$endgroup$
– moonboots
Apr 27 at 18:56
$begingroup$
blender.stackexchange.com/questions/27982/…
$endgroup$
– Duarte Farrajota Ramos♦
Apr 27 at 23:27
add a comment |
$begingroup$
This question already has an answer here:
Some areas of the mesh are dark
2 answers
I have a Normal Map problem: I've baked a high-poly sphere to a low-poly, but whatever I try there's always a bad shading on the surface of the low-poly in Rendered display, between the light and the shadow. It disappears if I unplug the Normal Map. What am I doing wrong? Is it inevitable? Am I missing something? Thanks in advance.
Edit: Solved by Serge, it looks like it's the terminator issue, fixed with a bigger light size. Answer also given here by IkariShinji, and as Leander pointed out, here by Crazycourier.
file:
normal-map
$endgroup$
This question already has an answer here:
Some areas of the mesh are dark
2 answers
I have a Normal Map problem: I've baked a high-poly sphere to a low-poly, but whatever I try there's always a bad shading on the surface of the low-poly in Rendered display, between the light and the shadow. It disappears if I unplug the Normal Map. What am I doing wrong? Is it inevitable? Am I missing something? Thanks in advance.
Edit: Solved by Serge, it looks like it's the terminator issue, fixed with a bigger light size. Answer also given here by IkariShinji, and as Leander pointed out, here by Crazycourier.
file:
This question already has an answer here:
Some areas of the mesh are dark
2 answers
normal-map
normal-map
edited Apr 28 at 6:56
moonboots
asked Apr 27 at 15:40
moonbootsmoonboots
15.6k21330
15.6k21330
marked as duplicate by Leander, metaphor_set, Ray Mairlot, Scott Milner, Duarte Farrajota Ramos♦ Apr 27 at 23:26
This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.
marked as duplicate by Leander, metaphor_set, Ray Mairlot, Scott Milner, Duarte Farrajota Ramos♦ Apr 27 at 23:26
This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.
5
$begingroup$
Looks like terminator problem
$endgroup$
– Serge L
Apr 27 at 16:09
$begingroup$
wow you're right and it seems like the solution is to increase a bit the light size, thanks a lot, please give an answer so that it can be considered as solved. It took me the day to understand :p
$endgroup$
– moonboots
Apr 27 at 16:34
4
$begingroup$
Possible duplicate of Some areas of the mesh are dark. Related and related (autosmooth).
$endgroup$
– Leander
Apr 27 at 17:27
$begingroup$
thanks for your suggestions, Crazycourier answers correctly in your second link when he talks about light setups, in my case the solution won't be to Smooth shading (it's already smoothed), nor increase the topology (it would ask a very high level of subdivision and anyway it would make no sense in that case, Normal Map is used to avoid high-topology), nor Auto-smooth (doesn't work), but increase the light size.
$endgroup$
– moonboots
Apr 27 at 18:56
$begingroup$
blender.stackexchange.com/questions/27982/…
$endgroup$
– Duarte Farrajota Ramos♦
Apr 27 at 23:27
add a comment |
5
$begingroup$
Looks like terminator problem
$endgroup$
– Serge L
Apr 27 at 16:09
$begingroup$
wow you're right and it seems like the solution is to increase a bit the light size, thanks a lot, please give an answer so that it can be considered as solved. It took me the day to understand :p
$endgroup$
– moonboots
Apr 27 at 16:34
4
$begingroup$
Possible duplicate of Some areas of the mesh are dark. Related and related (autosmooth).
$endgroup$
– Leander
Apr 27 at 17:27
$begingroup$
thanks for your suggestions, Crazycourier answers correctly in your second link when he talks about light setups, in my case the solution won't be to Smooth shading (it's already smoothed), nor increase the topology (it would ask a very high level of subdivision and anyway it would make no sense in that case, Normal Map is used to avoid high-topology), nor Auto-smooth (doesn't work), but increase the light size.
$endgroup$
– moonboots
Apr 27 at 18:56
$begingroup$
blender.stackexchange.com/questions/27982/…
$endgroup$
– Duarte Farrajota Ramos♦
Apr 27 at 23:27
5
5
$begingroup$
Looks like terminator problem
$endgroup$
– Serge L
Apr 27 at 16:09
$begingroup$
Looks like terminator problem
$endgroup$
– Serge L
Apr 27 at 16:09
$begingroup$
wow you're right and it seems like the solution is to increase a bit the light size, thanks a lot, please give an answer so that it can be considered as solved. It took me the day to understand :p
$endgroup$
– moonboots
Apr 27 at 16:34
$begingroup$
wow you're right and it seems like the solution is to increase a bit the light size, thanks a lot, please give an answer so that it can be considered as solved. It took me the day to understand :p
$endgroup$
– moonboots
Apr 27 at 16:34
4
4
$begingroup$
Possible duplicate of Some areas of the mesh are dark. Related and related (autosmooth).
$endgroup$
– Leander
Apr 27 at 17:27
$begingroup$
Possible duplicate of Some areas of the mesh are dark. Related and related (autosmooth).
$endgroup$
– Leander
Apr 27 at 17:27
$begingroup$
thanks for your suggestions, Crazycourier answers correctly in your second link when he talks about light setups, in my case the solution won't be to Smooth shading (it's already smoothed), nor increase the topology (it would ask a very high level of subdivision and anyway it would make no sense in that case, Normal Map is used to avoid high-topology), nor Auto-smooth (doesn't work), but increase the light size.
$endgroup$
– moonboots
Apr 27 at 18:56
$begingroup$
thanks for your suggestions, Crazycourier answers correctly in your second link when he talks about light setups, in my case the solution won't be to Smooth shading (it's already smoothed), nor increase the topology (it would ask a very high level of subdivision and anyway it would make no sense in that case, Normal Map is used to avoid high-topology), nor Auto-smooth (doesn't work), but increase the light size.
$endgroup$
– moonboots
Apr 27 at 18:56
$begingroup$
blender.stackexchange.com/questions/27982/…
$endgroup$
– Duarte Farrajota Ramos♦
Apr 27 at 23:27
$begingroup$
blender.stackexchange.com/questions/27982/…
$endgroup$
– Duarte Farrajota Ramos♦
Apr 27 at 23:27
add a comment |
1 Answer
1
active
oldest
votes
$begingroup$
Terminator issue hasn't got a proper solution for Cycles yet. Increasing Lamp's size makes penumbra bigger and issue becomes less visible.
Size setting is here:
$endgroup$
add a comment |
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
Terminator issue hasn't got a proper solution for Cycles yet. Increasing Lamp's size makes penumbra bigger and issue becomes less visible.
Size setting is here:
$endgroup$
add a comment |
$begingroup$
Terminator issue hasn't got a proper solution for Cycles yet. Increasing Lamp's size makes penumbra bigger and issue becomes less visible.
Size setting is here:
$endgroup$
add a comment |
$begingroup$
Terminator issue hasn't got a proper solution for Cycles yet. Increasing Lamp's size makes penumbra bigger and issue becomes less visible.
Size setting is here:
$endgroup$
Terminator issue hasn't got a proper solution for Cycles yet. Increasing Lamp's size makes penumbra bigger and issue becomes less visible.
Size setting is here:
answered Apr 27 at 18:03
Serge LSerge L
1,7811514
1,7811514
add a comment |
add a comment |
5
$begingroup$
Looks like terminator problem
$endgroup$
– Serge L
Apr 27 at 16:09
$begingroup$
wow you're right and it seems like the solution is to increase a bit the light size, thanks a lot, please give an answer so that it can be considered as solved. It took me the day to understand :p
$endgroup$
– moonboots
Apr 27 at 16:34
4
$begingroup$
Possible duplicate of Some areas of the mesh are dark. Related and related (autosmooth).
$endgroup$
– Leander
Apr 27 at 17:27
$begingroup$
thanks for your suggestions, Crazycourier answers correctly in your second link when he talks about light setups, in my case the solution won't be to Smooth shading (it's already smoothed), nor increase the topology (it would ask a very high level of subdivision and anyway it would make no sense in that case, Normal Map is used to avoid high-topology), nor Auto-smooth (doesn't work), but increase the light size.
$endgroup$
– moonboots
Apr 27 at 18:56
$begingroup$
blender.stackexchange.com/questions/27982/…
$endgroup$
– Duarte Farrajota Ramos♦
Apr 27 at 23:27