I have the normal rgb material on my object, when I select best render. it renders out many tiny white dots on the object. Is there a way that I can render the normal map without those white dots?
Actually, you don’t need to do a Best render with that material.
But I don’t use best render. I would get a border edge along the sides. Which makes it impossible to tile my normal map.
I am having the exact same problem. Nasty white pixel artifacts popping up all over my document when using best render on a NormalRGB material.
If you are creating a tiling map it is necessary to Use Best Render or the Grab Doc will result in an image with a seam even after expanding the document size in zbrush, offsetting the layer by half the expanded pixels (e.g. If i am making a 1024 map i will set the document size to 1034 and then displace the Layer H and V by 5) and then cropping back down to 1024 in Photoshop.
Is there a work around / solution for this issue or should i just go back to rendering normal maps for textures in 3dsmax or Xnormal? The ~ feature of zbrush for creating tiling textures is amazing but getting the final normal maps out is proving to extremely frustrating.
My work around for this bug was to export both a Best render and a Preview render of the normal map.
I then used layer a combination of layer masking with a soft brush, and the smudge tool to clean up the artifacts in Photoshop.
Is this a good solution… not really. The colors on the normal map are slightly different between Preview and Best renders, and the smudge tool is not viable if you have to clean up an area with high detail.
I am no stranger to having to paint out the occasional error in a baked normal map, but this pipeline is defiantly not a good way to keep production speed up.
If I am making some mistake PLEASE let me know! all render settings were defaults with the exception of turning off shadows as instructed in other tiling texture tutorial threads.