Author Topic: Mapping Randomizer messes up normal maps  (Read 817 times)

2024-07-22, 12:57:10

GeMeMe

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Hi again,

Just ran into another issue: Using the Mapping Randomizer shader to rotate the output of a Normal shader causes the normal information to get corrupted. It appears, the normal information is not correctly rotated to compensate for the map rotation applied by the Mapping Randomizer. This looks exactly like when wrongly inserting the Mapping Randomizer BEFORE the Normal shader. Can anyone confirm, please? If it's me who's doing things wrong, please let me know. Thanks!
« Last Edit: 2024-07-22, 13:01:41 by GeMeMe »

2024-07-23, 15:38:37
Reply #1

GeMeMe

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Somebody, please? At this point, I really only need to know who's problem this is. Am I doing it wrong, or is this something the devs should have a look at? Same goes for my other bug report.

2024-07-23, 15:46:08
Reply #2

John_Do

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Hi,

It seems the correct order is first the Normal shader, then the other ones ( starting from bitmap and up to the material )

Infos here : How to correctly combine Corona Mapping Randomizer, Triplanar, and Normal maps?

2024-07-23, 16:54:35
Reply #3

GeMeMe

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That's how it should work - and does so in 3ds Max. Not so much in C4D, unfortunately.

2024-07-23, 19:43:11
Reply #4

burnin

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I'd imagine that randomly rotating normal maps in 3D space would've had such an effect.

2024-07-24, 09:21:15
Reply #5

GeMeMe

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That would make it impossible to use the rotation feature of the Mapping Randomizer for any material with normal maps. No, the Mapping Randomizer should compensate for this rotation by rotating the normal vector accordingly, which is what it does with Corona/3ds Max. That's why it is so important to put the Mapping Randomizer AFTER the Normal shader, not between the normal map and the Normal shader. Instead, the correct setup behaves exactly like the incorrect one.