manelreig Posted October 8, 2017 Share Posted October 8, 2017 Hello, I am using Sketchup 2015 and Vray 2.0 I am trying to use a Normal Map for a Bump effect on a Brick Wall. I add a normal map to the Bump and select "Normal Map (Tangent Space)" on the Bump type. My problem is on the edge where the two perpendicular faces meet. It looks like the map is not readed in the same way on the two faces and the shadows are up side down... Any idea how to resolve this problem? Thank you Link to comment Share on other sites More sharing options...
Nicolai Bongard Posted October 9, 2017 Share Posted October 9, 2017 Perhaps the surface normal is the wrong way, try to flip/invert the face that looks wrong. Link to comment Share on other sites More sharing options...
manelreig Posted October 11, 2017 Author Share Posted October 11, 2017 (edited) thank you Nicolai Bongard I tryed to rotate 180 and also fliped, but the same result. I downloaded a 3D scanned texture so the normals should be right this time, but the same result. Also tryed to flip it but again happens the same. The sun is hitting both faces with the same intensity and angle but It looks like the light is coming from up on the right side, and from down on the left side on the bump effect: I am sure I am doing something wrong, but do not know what...or maybe is just how normal maps behave on 90° faces Edited October 11, 2017 by manelreig Link to comment Share on other sites More sharing options...
Francisco Penaloza Posted October 11, 2017 Share Posted October 11, 2017 First, Normal map or regular bump map won't give you a geometry distortion on the corners as you hope, only displacement and modeling the corner will give that effect. Regarding the 'wrong' bump orientation, do you have a correct UV map on that geometry?? same for both faces? Link to comment Share on other sites More sharing options...
manelreig Posted October 12, 2017 Author Share Posted October 12, 2017 Thank you Francisco, I know that, just looking for the surface details and fake shadows. But does not matter wich material I use, I always have the same problem with Normal Maps and 90° faces. I think I have the same UV map. As I copy the UV map and texture from one face to the other. Here another test, if I rotate the faces, the shadows also change, so the UV map should be the same: and just rotating one face 90° if I rotate both of them 90° now the shadows change again, and both of them will be wrong: The only workaround to get both faces with the correct shadows, is duplicating the material, and apply the new one to the face with the incorrect shadows, then rotating 180° the diffuse and normal map... Link to comment Share on other sites More sharing options...
Casey Hawley Posted October 25, 2017 Share Posted October 25, 2017 Cubic UV projection, then rotate the gizmo until both/all sides match proper orientation, then nudge gizmo until corner matches with no vertical mortar at corners. Slight bevel corner edge. Maybe UV map the bevel polys if you want to get exact. Link to comment Share on other sites More sharing options...
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