Normals Have Divots

Not sure if this is the right place or not but I think this needs to be brought to the attention of the devs. In the 4.11.0.196 Public Beta normals have divots. Even solid normals. However this is NOT occuring in 4.10.0.123 Pro version.

The attached picture is the same shot, the green bar background has normals at 0. The grey background has normals at 0.1.

normals_have_divots.png
989 x 891 - 761K

Comments

  • Please give steps to reproduce this. If it's confirmed, or you want to report it anyway, you need to open a Technical Support ticket - again with steps to reproduce the issue.

  • The model in the picture is something I am working on. I exported from modeling program as an FBX. Brought it into Substance Painter to texture it, exported textures. Exported from modeling program as OBJ to bring into DAZ, applied textures.

    The only difference between the two pictures I have attached here is normal strength setting. The normal_at_0 has a normal strength setting at 0. The normal_at_1 has a strength setting of 1, but even a strength setting of 0.1 reproduces the same divot artifacts.

    The normal_at_1_in_4-10-Pro is the same model only in 4.10 Pro with normal strength of 1. I have also included the normal for the purple wall.

    I just submitted a Technical Support Ticket with the information listed above.

    normal_at_0.png
    989 x 891 - 690K
    normal_at_1.png
    989 x 891 - 817K
    normal_at_1_in_4-10-Pro.png
    926 x 891 - 642K
    m_ring_inner_Normal.png
    2048 x 2048 - 18K
  • Oso3DOso3D Posts: 15,045

    In your render settings, Advanced tab, what are your texture compression values?

    I think I've hit issues like this if compression values are too low; try bumping them to 4096/4096 and see if that helps.

     

  • evilded777evilded777 Posts: 2,466

    When you were creating your textures, what type Normals did you choose: OpenGL or Direct X? The correct choice would be, I think, OpenGL.

  • @Oso3D - Looks like you hit the nail on the head. Bumping Texture compression up to 4096/4096 did the trick. Interesting thing to note: after I bumped compression to 4096/4096 I tried taking it down in steps. They are in order outlined below:

    1. 4096/4096 - no divots
    2. 2048/4096 - no divots
    3. 1024/4096 - no divots
    4. 512/4096 - divots
    5. 1024/4096 - divots
    6. 2048/4096 - divots
    7. 4096/4096 - no divots
    8. 2048/4096 - no divots

    I do find it odd that have to bring compression up to 4096/4096 for the divots to go away, but after that you can lower Medium compression back down almost to default (512) before they come back. But you have to go all the way back up to 4096 medium compression before they go away again.

    @evilded777 - that is a key point to note as DAZ uses OpenGL. But, yes, I did use OpenGL when creating the textures.

    I appreciate everyone's input and willingness to help!

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