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?
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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?
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$begingroup$
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 2 days ago
moonboots
asked Apr 27 at 15:40
moonbootsmoonboots
15.1k21128
15.1k21128
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
1,6641514
1,6641514
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