3DS MAX 2014 Mental Ray SSS FastSkin Normal Map issue

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  1 Week Ago
3DS MAX 2014 Mental Ray SSS FastSkin Normal Map issue

Hi everyone,
I'm having a problem with SSS FastSkin not displaying the Normal map properly on a specific mesh, while it works on other objects. Something's wrong with the mesh in particular.
I tried everything, unified normals, checked ID and UV channel, forced gamma to 1.0 (since I'm using 2.2 Gamma), changed Scale Factor on the shader...
This is a scar on the face in viewport, with correct UV coordinates







This is the same area in rendering. No bump is showing.





And this is the same shader on test objects






The normal map here is working, so I assume something must be wrong with the mesh
I'm using Turbosmooth on top of a polymesh with 2 iterations.

Anyone has a clue to what might be the problem?

Last edited by airun71 : 1 Week Ago at 05:01 PM.
 
  1 Week Ago
did you add it as just the map in bump or as a Normal Bump?
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  1 Week Ago
Originally Posted by DanHibiki: did you add it as just the map in bump or as a Normal Bump?
I added the map as Normal Bump. Sorry, I should have mentioned that.
 
  6 Days Ago
Did you try a reset Xform or attaching the mesh to another one?

Maybe delete everything but the cheek and upload a small example scene.

UV display in the viewport used to be (and maybe still is) restricted to one channel, so another channel might have different uvs but the viewport displays the "good" ones.
 
  6 Days Ago
Another thought:
Is there a UV-unwrap above any kind of subdivision with render time iterations different from the viewport ones, perhaps?
 
  5 Days Ago
Originally Posted by Noren: Did you try a reset Xform or attaching the mesh to another one?

Maybe delete everything but the cheek and upload a small example scene.

UV display in the viewport used to be (and maybe still is) restricted to one channel, so another channel might have different uvs but the viewport displays the "good" ones.
Good point. The mesh has two UV channels, the first is for the normal bump, the second for additional bump. I applied the unwrap twice, to create the different UV channels and then collapsed.

In the test render I only used the normal bump, to verify if it works.
The turbosmooth modifier is applied on top. I also tried turning it off, but nothing changes.

Could it be that the two UV channels clash one another somehow?
 
  4 Days Ago
Shouldn't happen if they are indeed different channels.
The most simple explanation would be that the normal map is using the wrong channel, but you probably would have checked that.

Some face selection might also lead to the UVs only being applied to those faces, but since you collapsed, that shouldn't be a problem, either.
 
  4 Days Ago
Originally Posted by Noren: Shouldn't happen if they are indeed different channels.
The most simple explanation would be that the normal map is using the wrong channel, but you probably would have checked that.

Some face selection might also lead to the UVs only being applied to those faces, but since you collapsed, that shouldn't be a problem, either.
I confirm all of the above. I'm baffled. Any idea what could be the problem?

Last edited by airun71 : 3 Days Ago at 09:04 AM.
 
  3 Days Ago
Could be simply a bug or design limitation, but without an example file I can't help you any further, I'm afraid.
 
  3 Days Ago
Maybe something to do with this from the Nvidia MR forum?
https://forum.nvidia-arc.com/showth...map-calculation
 
  20 Hours Ago
Originally Posted by gfh: Maybe something to do with this from the Nvidia MR forum?
https://forum.nvidia-arc.com/showth...map-calculation
Hmm, interesting. Thanks
 
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