[Solved] Why My Normal Map from Marvelous Designer Doesn't Work on DAZ?
James
Posts: 1,037
Why my normal map from Marvelous Designer doesn't work on DAZ?
Instead of creating depth of seams.
It created double lines.
(Ignore the button)
Screenshot_4.jpg
955 x 569 - 62K
Post edited by James on
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It's very hard to read those images, given the different lighting. What are you settings for the normal map in the Surfaces pane?
I just load the normal map from MD to the normal map parameter.
I tested the normal map on Blender - Cycles engine
The normal map looks off too.
So I guess it's not the DAZ problem,
instead of the normal map created by Marvelous Designer itself. Maybe it needs certain preparation ?
Hemm... anyone has the same experience?
I can't recall which options MD gives, but you want OpenGL rather than DirectX format if that is one of them (tangent space rather than world space, perhaps).
Mmm... there are no options like that.
And I can only find one discussion on Google seems similar to this problem.
https://marvelousdesigner.zendesk.com/hc/en-us/community/posts/4488773076633-Topstiches-are-not-fully-seen-in-normal-maps
the conclusion of that thread is, it's a bug.
and for additional information,
no wonder it looks like only lines,
because the normal map, looks just lines of one value.
and it doesn't have antialliasing.
Meanwhile the settings of antialliasing is turned on.
For you who may experience the same thing.
As you can see the above normal doesn't have antialiasing.
I don't know why, because the 16x antialising was turned on.
The lines only have one value.
Now somehow I fix it.
As you can see on the attachment the current normal map has antialliasing.
The lines now have two values.
And it looks better on blender. Although not quite satisfied with the result on DAZ.
It's the lines on the middle that still looks not much of a depth, better though.
But the lines connection between torso and arms looks ok.