4.9 normal map issues
Bookie
Posts: 82
When rendering a face with a normal map applied, it seems, that Daz' IRAY render engine calculate dephts partially wrong, while in reality Reality 4 the same normal map is rendered as expected. See example file: While in the IRAY rendering the speckles on the cheeks seem to pop out of the skin, Reality render shows depression. Any idea what's wrong with IRAY?
Btw, IRAY was much faster than reality. ;-)
iray_vs_reality.jpg
1020 x 800 - 354K
Comments
How was the normal map created? In what program? I know, for instance, in Substance Designer, you can save as either OpenGL or DirectX. Studio uses OpenGL.
One normal map was created in zbrush, then a second normal map was created with the nvidia normalmapfilter plugin for photoshop to add more pores, then both maps were merged down to one map in photoshop, and the resulting map was normalized again with nvidia's PS-plugin.
Looks really great in Reality, but not in IRAY. Would you like me to upload the normalmap, too?
Bookie,
It may be helpful to use a reference image to determine which of your maps are behaving properly. I have attached a normal map diagram, which I often use in my work--especially the box shape in the bottom right of this image--to determine which colors refer to which angle.
-P
Thank you very much for your image, it helps me a lot to figure out what was wrong in my normal map creation. Now it seems to work in IRAY, but I have still to test my new maps in Reality. I hope in Reality these new ones work as well.