Jump to content

Normal Map seams on Subdivided mesh.


Recommended Posts

Hi everyone, 

 

I couple of days ago, I made a post trying to figure out why my mesh was rendering weird seams when applying a normal map. The solution seemed to be to select the edges that corresponded my UV map borders and apply "Break Phong Shading" to them. 

 

The problem is now when I try to subdivide that mesh, the shading errors come back along the seams. Does anyone know what I'm doing wrong? I can't find anything online about this issue.

 

I've provided the project file and here's a link to the normal map:

https://app.box.com/s/evm7hid6lbvwjg84rslorz5hrmzalxiv

 

Thanks!

 

SEAMS_TEST_v5.c4d

Link to post

 

15 minutes ago, Manny Jimenez said:

Does anyone know what I'm doing wrong?

Yes. Subdivision in Cinema does not support smoothing groups, or phong breaks as they are called in this program, so I suspect that was not a valid solution if SDS is subsequently involved. I'll have a look at what we can do about this after dinner - I do have some ideas that may or may not work - I'd need to do some tests.

 

In the meantime, just checking you have your SDS object set to Boundary or Edge, rather than Standard - if it was left on default, that would screw up your UVs ! :)

 

CBR

Edited by Cerbera
Added SDS cheat
Link to post

Hey thanks Cerbera!

 

I'm so confused here. What is the correct workflow for normal maps and UVs in C4D? Can you not subdivide a model AND have a normal map at the same time? Or do I just need to hide my seams better?

 

The problem is the entire body of the model is smooth.

Link to post

Yes, you can SDS a model and normal map it - if that didn't work we'd all be lost ! I am getting expected results, but a slightly messy seam - is that the problem you're having ?

 

118471316_normalseam.thumb.jpg.4ceffff09103da6c7a1ff30ae1f745ab.jpg

 

CBR

 

Link to post

Annoyingly, I don't know, not being a Z-brush user myself. Your polys are excellent, your UVs seem fine, and your Normal Map also looks OK. Which does, alas, mean I am not the person to tell you what's going wrong here. We should see if @Rectro is around, and ask him. Bet he knows ! :)

 

CBR

Link to post

OK, there may be some bad news. A little Google Fu has found this relatively recent article which rather gives the impression that Cinema simply has a broken implementation of Normal Maps on UV'd objects ! By this guy's account all he had to do was swap to a third Party Renderer and the seams were instantly gone. If it is the case that's very disappointing, and we can add it to the other UV thing Cinema still can't deal with - OpenSubDiv. I'm surprised nobody else here has discovered this in their character workflows - I don't do much character stuff so hadn't run into the issue myself so far, but I would have thought there was a fair few people doing normal maps in Z-brush...

 

Sorry it's not better news. but if you open a support case with MAXON about it that will hopefully bring it to their renewed attention.

 

I will just ask - have you tried baking it out as displacement instead ? Maybe that would work where normal maps failed ?

 

CBR

Link to post

Just for fun, I opened your file in Substance Painter and applied the normal map you created. It's not perfect but it looks better than it does in C4D. 

 

My usual workflow is C4D>Substance>Unity so I've not noticed this before but I'm going to agree with Cerbera about this being a C4D issue.

 

 

Seams.jpg

Link to post
36 minutes ago, Lonchaney said:

Just for fun, I opened your file in Substance Painter and applied the normal map you created. It's not perfect but it looks better than it does in C4D. 

 

My usual workflow is C4D>Substance>Unity so I've not noticed this before but I'm going to agree with Cerbera about this being a C4D issue.

 

 

Seams.jpg

I've tried this as well, the problem is when I bring the map from Substance back into C4D, the shading errors are still there. If it's not too much trouble, could you bake out your normal map and try it in C4D? I'd like to confirm I'm not crazy. Lol

 

So far, I'm getting the same results over two different machines.

Link to post
2 hours ago, Cerbera said:

OK, there may be some bad news. A little Google Fu has found this relatively recent article which rather gives the impression that Cinema simply has a broken implementation of Normal Maps on UV'd objects ! By this guy's account all he had to do was swap to a third Party Renderer and the seams were instantly gone. If it is the case that's very disappointing, and we can add it to the other UV thing Cinema still can't deal with - OpenSubDiv. I'm surprised nobody else here has discovered this in their character workflows - I don't do much character stuff so hadn't run into the issue myself so far, but I would have thought there was a fair few people doing normal maps in Z-brush...

 

Sorry it's not better news. but if you open a support case with MAXON about it that will hopefully bring it to their renewed attention.

 

I will just ask - have you tried baking it out as displacement instead ? Maybe that would work where normal maps failed ?

 

CBR

I'm starting to think this as well but I just tried it in Redshift and it's hasn't helped.

 

But here's the weird part, I baked out a test normal in C4D, and the errors are gone. I'm not sure what's going on.

Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...