Blender

Blender

Strange Output for Baked Normal
I am trying to use some baked normal maps from blender in substance painter and I noticed something strange with the output of my normals from blender.

In the image below you will see a grid looking discoloration in the normal map. This is literally invisible to the naked eye but in a game you can see it depending on the angle.

https://i.imgur.com/LoCziPD.png

The steps i took to make the mesh and normal are:

Create Box.
Add bevel modifier and apply
Add Weighted Normal Modifier
Enable Auto Smooth

Bake

The result is similar to the image above. The ONLY reason you can even see it in that image is that i put it into photoshop and cranked up the levels to make it more noticeable outside of the game. When doing so you can clearly see there is a problem.

Has anyone else experienced this?
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Showing 1-9 of 9 comments
Sersch Jun 26, 2020 @ 5:16am 
If it's invisible in Blender but visible in a game, I assume it has to do with texture compression. This is an effect you could oftentimes see in the Unreal Engine 3 or Source Engine with many normal maps that used DXT1 compression.

Here's an example I've created by following your steps and increasing the contrast to absurd levels: https://steamcommunity.com/sharedfiles/filedetails/?id=2142602724

I suggest you look into the image compression settings inside the engine you are using.
Last edited by Sersch; Jun 26, 2020 @ 5:17am
[S.C.] Worsin Jun 26, 2020 @ 2:50pm 
Originally posted by Sersch:
If it's invisible in Blender but visible in a game, I assume it has to do with texture compression. This is an effect you could oftentimes see in the Unreal Engine 3 or Source Engine with many normal maps that used DXT1 compression.

Here's an example I've created by following your steps and increasing the contrast to absurd levels: https://steamcommunity.com/sharedfiles/filedetails/?id=2142602724

I suggest you look into the image compression settings inside the engine you are using.

It shows up in Substance Painter and in Fallout 4 engine.
Sersch Jun 26, 2020 @ 3:02pm 
Do you have this problem with all bakes in general? Would baking in Substance Painter be an alternative for you?
[S.C.] Worsin Jun 27, 2020 @ 3:24pm 
Originally posted by Sersch:
Do you have this problem with all bakes in general? Would baking in Substance Painter be an alternative for you?

I need to pull the baked bevel shader from Blender or i would.
Last edited by [S.C.] Worsin; Jun 27, 2020 @ 3:25pm
The Renderer Jun 27, 2020 @ 10:13pm 
Try without the Weighted Normal modifier (and maybe without Auto Smooth). You shouldn't need those anyways since your cube is all flat surfaces as far as I can tell.
[S.C.] Worsin Jun 29, 2020 @ 12:21am 
Originally posted by The Renderer:
Try without the Weighted Normal modifier (and maybe without Auto Smooth). You shouldn't need those anyways since your cube is all flat surfaces as far as I can tell.

Yeah tried that many times same thing.

Ive ever tried a simple bevel with a bevel node applied. same result.
The Renderer Jun 29, 2020 @ 12:40am 
Did you use flat shading?
[S.C.] Worsin Jun 29, 2020 @ 5:09pm 
Originally posted by The Renderer:
Did you use flat shading?

In that image i used flat. If i use shading though you get other issues when dealing with large flat surfaces
Sersch Jun 30, 2020 @ 1:11am 
Maybe you could upload one or a few screenshots of what it looks like in the engine?
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Date Posted: Jun 25, 2020 @ 2:26pm
Posts: 9