PDA

View Full Version : DP Kit Normal Cast problem with UVs?



kinl23
05-30-2014, 09:48 PM
122106122107

Hey I'm having this issue with normal cast, the setups are the same, the only difference is the correct normal map is a uv set from Makehuman, the incorrect normal map the uv is made in lightwave modeler. I'm using LW11.6.2.

Its actually quite a cool effect picking out the polygons when applied in engine, almost quilted. But not useful for everything.

Thanks for any advice.
122108

dpont
05-31-2014, 12:09 AM
Don't know your geometry,
is it correct, not double sided, merged?

Don't know your surface settings,
at least you may verify that the surface is smoothed enough.

Denis.

kinl23
05-31-2014, 10:11 AM
Don't know your geometry,
is it correct, not double sided, merged?

Don't know your surface settings,
at least you may verify that the surface is smoothed enough.

Denis.

Hey Denis

Both models look the same, single sided and a smoothing angle of 179 degs with fully merged polygons. The color texture bakes no problem with no polygonal artifacts.

Thanks

dpont
05-31-2014, 01:03 PM
May be the UV Map then,
how to say with just these screenshots..

Denis.

kinl23
05-31-2014, 07:34 PM
122127

Theres nothing I can see, no double pollys and seams in optimal places all made in LW Modeler. (the human figure however is an imported uv set)

Its really stumped me, I've tried everything, including all the different versions of Lightwave I have installed.

I really appreciate any help, I can send object files if it helps?

Thanks

Christian

dpont
06-01-2014, 12:06 AM
If you want, you may isolate just a part of both meshes
and post the scene and objects here.

Denis.

kinl23
06-01-2014, 12:03 PM
Thanks Denis

https://dl.dropboxusercontent.com/u/2878673/NCProblemLW.zip

dpont
06-01-2014, 01:10 PM
The problem is caused by the target hires mesh,
remove the vertex map for one of the surface,
all surfaces should have classic smoothing (default value),
then I can get a correct result in both VPR and Baking Camera.

for reinitializing the Normal Cast node of the lores mesh
you may have to remove the node and re-add it,
same settings like in your original setup,
be sure you checked unseen by rays for the lores object,
it is recommended also to input Normal Cast Color
in the Diffuse Shading, nothing in specular.
and radiosity is useless for baking normal.

Denis.

kinl23
06-01-2014, 01:42 PM
Thanks Denis.. Problem fixed! I knew I'd missed something ;)