i’m also having problems with generating tangeant normal maps,
you can see from the examples that with flat colour material
the tangeant seems to flip in places, like its lit from
different directions in individual polygons. it doesn’t do this with
worl space normal maps, witch render perfectly with oliviers shader,
unless you try to rotate anything. i’m using js normal shader which
looks good in spots, unlike the killeroo wich looks like rampant cancer.
i’ve also tried generating a tangeant normal map with a higher
subdivision, like out of 6 i’ll generate it at 4, which provides smoother
results, but seems spindly.and with js normalizer you cant really adjust the
gain of the normal map past 1 in its filter.
help, scott spencer, for he love of god.
also the points are merged, and the faces are unified on the model.
why does it do this? is there a correction?
any help would be appreciated also, i don’t want to give up on normal mapping, but bump maps don’t look so bad i guess. maybe for the high frquency. i’m also going to try the “allow multiple object” disabled but i think i did that months ago.

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i just got a taste for the 24 second renders, but i’ve been