1
$\begingroup$

White walls, added a Normal Map.

Here is the file with the Normal Map:

https://drive.google.com/file/d/1lM8D70NWvQbNrYpkS4LUn7HvoDohJmcu/view?usp=sharing

Tried:

  • recalculate normals
  • invert GREEN channel
  • image is set as NON-COLOR
  • the object is FLAT SHADING

These are chunks from the viewport in Cycles:
enter image description here enter image description here enter image description here enter image description here

This is in Eevee viewport:
enter image description here

And this is a render:
enter image description here

And this is a render with the RED channel inverted:
enter image description here

And this is the viewport in Cycles without NM:
enter image description here

And this is the face orientation:
enter image description here
I activated backface culling, so there's no way any of the faces shown are backflipped.

Aaaand... this is the shader:
enter image description here

Nothing fancy really- I really don't know where else to bang my head now.

I don't seem to be able to use Normal Maps in Blender, though I perfectly know how they work, and worked with them for many years, I always meet some kind of problem in Blender. What is the secret?

Edit: under suggestion, tried to plug some vector nodes in the shader:
enter image description here

$\endgroup$
3
  • $\begingroup$ try giving it a texture coordinate node plugged into a mapping node set to UV and reset your UV maps $\endgroup$ Jan 11 at 22:24
  • $\begingroup$ The UV were good, very simply unwrapped as they were, as this is a seamless texture. I added the nodes as you said, but it didn't work. Here is the setup, not sure it's correct: drive.google.com/file/d/1RIG_QwyWz4vZ8r-gFVDImY-0-0ur1DrJ/… Reset UV gave me a terrible, terrible setup. $\endgroup$
    – PolyMad
    Jan 11 at 22:46
  • $\begingroup$ The fact that Eevee does some type of automatic interpretation is kind of neat. $\endgroup$ Jan 11 at 23:50
1
$\begingroup$

You need a Normal Map Node between the Image Texture and Principled Shader.

enter image description here

Now beware that this Strength parameter is in units at the scene scale, so most likely by default this is going to try to make it appear such that the highest point is jutted out by an entire meter. It has to do this without affecting the geometry so it is likely to also give you some visual artifacts (such as pure black cracks) right out of the box.

I usually set it to .3 or lower before I even enter rendered view, and then adjust by eye.

$\endgroup$
1
  • $\begingroup$ Thank you! That saved me. Though for some reason a value of about 0.05-.0.1 is right for me, as this is a very subtle effect of wall plaster. $\endgroup$
    – PolyMad
    Jan 12 at 13:30

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.