Author Topic: Corona + Normal map + Anisotropy  (Read 2382 times)

2020-02-28, 09:31:38

baritskiy

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Hello everyone! I would like to ask if someone knows how to fix this problem. I've attached an image, and you can clearly see that something strange is happening around edges when I enable anisotropy. I have to say that this area is absolutely flat (I mean, there is a cavity on low poly as well as on high poly, but this big surface around cavity is flat) and I've tried to rebake it many times. It is FLAT on both low poly and high poly. I have no idea how to fix this and why it happens
« Last Edit: 2020-02-28, 09:44:48 by baritskiy »

2020-02-28, 09:39:39
Reply #1

baritskiy

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I have disabled normal map and just noticed that these artefacts are visible even without normal map applied.

« Last Edit: 2020-02-28, 09:46:38 by baritskiy »

2020-02-28, 10:13:39
Reply #2

romullus

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It's not very clear from the screenshots, but i think your support loops are too far away from edges, you need to bring them closer. It looks like this is smoothing issue and has little to do with anisotropy.
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2020-02-28, 11:14:04
Reply #3

baritskiy

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You are right, there is something wrong with smoothing. I am not an expert in baking.. You think if support edges will be close, it is going to be fine? I cant get it, sometimes I do bakes with soooo low poly geo, not even using support loops, and it looks fine.

2020-02-28, 11:19:06
Reply #4

romullus

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Is this your low-poly or high-poly? If you're baking with synced workflow, then low-poly mesh's smoothing isn't big issue, as long as it remains unchanged after baking. If it's high poly, then smoothing needs to be fixed before baking, as any issues that are present there, will be transfered to the low-poly onject.
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2020-02-28, 12:00:40
Reply #5

baritskiy

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Is this your low-poly or high-poly? If you're baking with synced workflow, then low-poly mesh's smoothing isn't big issue, as long as it remains unchanged after baking. If it's high poly, then smoothing needs to be fixed before baking, as any issues that are present there, will be transfered to the low-poly onject.
It is lowpoly. I know, looks pretty dense for low, but I had troubles without these loops on lowp.. I think I need to dive into all of this again. It is a bit messy to bake in modo and export mesh. Sorry to disturb you. It is definitely not a rendering issue. And thank you for support!

2020-02-28, 12:36:01
Reply #6

romullus

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No problem at all. AFAIK, 3ds Max uses its own normal space, so if you're baking in Modo, then it's very likely that is baking/shading issue. I would suggest to bake to an object space and then convert to a tangent space in Handplane with 3ds Max preset.
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