Normal Map bad shading in Rendered displayCycles : shadows on smooth shaded mesh, strange behaviorHow to avoid terminator artifacts while still using smooth shading and the new pointiness attribute?Some areas of the mesh are darkNormal Map is strangely scaled when renderedNormal map curved edges with black shadingHeavy Shadows On meshesBaking normal mapNormal map does not work with tangent shading?Wrong baked normals projectionsNormal map causes flat shadingNormal map edge porblemBad normal map bakingNormal map rendering blocky shading/ shadows

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Normal Map bad shading in Rendered display


Cycles : shadows on smooth shaded mesh, strange behaviorHow to avoid terminator artifacts while still using smooth shading and the new pointiness attribute?Some areas of the mesh are darkNormal Map is strangely scaled when renderedNormal map curved edges with black shadingHeavy Shadows On meshesBaking normal mapNormal map does not work with tangent shading?Wrong baked normals projectionsNormal map causes flat shadingNormal map edge porblemBad normal map bakingNormal map rendering blocky shading/ shadows






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








2












$begingroup$


I have a Normal Map problem: I've baked a high-poly sphere to a low-poly, but whatever I try there's always a bad shading on the surface of the low-poly in Rendered display, between the light and the shadow. What am I doing wrong? Is it inevitable? Am I missing something? Thanks in advance.



Edit: Solved by Serge, it looks like it's the terminator issue, fixed with a bigger light size. Answer also given here by IkariShinji, and as Leander pointed out, here by Crazycourier.



file:



enter image description here










share|improve this question











$endgroup$







  • 4




    $begingroup$
    Looks like terminator problem
    $endgroup$
    – Serge L
    3 hours ago










  • $begingroup$
    wow you're right and it seems like the solution is to increase a bit the light size, thanks a lot, please give an answer so that it can be considered as solved. It took me the day to understand :p
    $endgroup$
    – moonboots
    3 hours ago







  • 2




    $begingroup$
    Possible duplicate of Some areas of the mesh are dark. Related and related (autosmooth).
    $endgroup$
    – Leander
    2 hours ago











  • $begingroup$
    thanks for your suggestions, Crazycourier answers correctly in your second link when he talks about light setups, in my case the solution won't be to Smooth shading (it's already smoothed), nor increase the topology (it would ask a very high level of subdivision and anyway it would make no sense in that case, Normal Map is used to avoid high-topology), nor Auto-smooth (doesn't work), but increase the light size.
    $endgroup$
    – moonboots
    50 mins ago

















2












$begingroup$


I have a Normal Map problem: I've baked a high-poly sphere to a low-poly, but whatever I try there's always a bad shading on the surface of the low-poly in Rendered display, between the light and the shadow. What am I doing wrong? Is it inevitable? Am I missing something? Thanks in advance.



Edit: Solved by Serge, it looks like it's the terminator issue, fixed with a bigger light size. Answer also given here by IkariShinji, and as Leander pointed out, here by Crazycourier.



file:



enter image description here










share|improve this question











$endgroup$







  • 4




    $begingroup$
    Looks like terminator problem
    $endgroup$
    – Serge L
    3 hours ago










  • $begingroup$
    wow you're right and it seems like the solution is to increase a bit the light size, thanks a lot, please give an answer so that it can be considered as solved. It took me the day to understand :p
    $endgroup$
    – moonboots
    3 hours ago







  • 2




    $begingroup$
    Possible duplicate of Some areas of the mesh are dark. Related and related (autosmooth).
    $endgroup$
    – Leander
    2 hours ago











  • $begingroup$
    thanks for your suggestions, Crazycourier answers correctly in your second link when he talks about light setups, in my case the solution won't be to Smooth shading (it's already smoothed), nor increase the topology (it would ask a very high level of subdivision and anyway it would make no sense in that case, Normal Map is used to avoid high-topology), nor Auto-smooth (doesn't work), but increase the light size.
    $endgroup$
    – moonboots
    50 mins ago













2












2








2





$begingroup$


I have a Normal Map problem: I've baked a high-poly sphere to a low-poly, but whatever I try there's always a bad shading on the surface of the low-poly in Rendered display, between the light and the shadow. What am I doing wrong? Is it inevitable? Am I missing something? Thanks in advance.



Edit: Solved by Serge, it looks like it's the terminator issue, fixed with a bigger light size. Answer also given here by IkariShinji, and as Leander pointed out, here by Crazycourier.



file:



enter image description here










share|improve this question











$endgroup$




I have a Normal Map problem: I've baked a high-poly sphere to a low-poly, but whatever I try there's always a bad shading on the surface of the low-poly in Rendered display, between the light and the shadow. What am I doing wrong? Is it inevitable? Am I missing something? Thanks in advance.



Edit: Solved by Serge, it looks like it's the terminator issue, fixed with a bigger light size. Answer also given here by IkariShinji, and as Leander pointed out, here by Crazycourier.



file:



enter image description here







normal-map






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 35 mins ago







moonboots

















asked 4 hours ago









moonbootsmoonboots

14.9k21127




14.9k21127







  • 4




    $begingroup$
    Looks like terminator problem
    $endgroup$
    – Serge L
    3 hours ago










  • $begingroup$
    wow you're right and it seems like the solution is to increase a bit the light size, thanks a lot, please give an answer so that it can be considered as solved. It took me the day to understand :p
    $endgroup$
    – moonboots
    3 hours ago







  • 2




    $begingroup$
    Possible duplicate of Some areas of the mesh are dark. Related and related (autosmooth).
    $endgroup$
    – Leander
    2 hours ago











  • $begingroup$
    thanks for your suggestions, Crazycourier answers correctly in your second link when he talks about light setups, in my case the solution won't be to Smooth shading (it's already smoothed), nor increase the topology (it would ask a very high level of subdivision and anyway it would make no sense in that case, Normal Map is used to avoid high-topology), nor Auto-smooth (doesn't work), but increase the light size.
    $endgroup$
    – moonboots
    50 mins ago












  • 4




    $begingroup$
    Looks like terminator problem
    $endgroup$
    – Serge L
    3 hours ago










  • $begingroup$
    wow you're right and it seems like the solution is to increase a bit the light size, thanks a lot, please give an answer so that it can be considered as solved. It took me the day to understand :p
    $endgroup$
    – moonboots
    3 hours ago







  • 2




    $begingroup$
    Possible duplicate of Some areas of the mesh are dark. Related and related (autosmooth).
    $endgroup$
    – Leander
    2 hours ago











  • $begingroup$
    thanks for your suggestions, Crazycourier answers correctly in your second link when he talks about light setups, in my case the solution won't be to Smooth shading (it's already smoothed), nor increase the topology (it would ask a very high level of subdivision and anyway it would make no sense in that case, Normal Map is used to avoid high-topology), nor Auto-smooth (doesn't work), but increase the light size.
    $endgroup$
    – moonboots
    50 mins ago







4




4




$begingroup$
Looks like terminator problem
$endgroup$
– Serge L
3 hours ago




$begingroup$
Looks like terminator problem
$endgroup$
– Serge L
3 hours ago












$begingroup$
wow you're right and it seems like the solution is to increase a bit the light size, thanks a lot, please give an answer so that it can be considered as solved. It took me the day to understand :p
$endgroup$
– moonboots
3 hours ago





$begingroup$
wow you're right and it seems like the solution is to increase a bit the light size, thanks a lot, please give an answer so that it can be considered as solved. It took me the day to understand :p
$endgroup$
– moonboots
3 hours ago





2




2




$begingroup$
Possible duplicate of Some areas of the mesh are dark. Related and related (autosmooth).
$endgroup$
– Leander
2 hours ago





$begingroup$
Possible duplicate of Some areas of the mesh are dark. Related and related (autosmooth).
$endgroup$
– Leander
2 hours ago













$begingroup$
thanks for your suggestions, Crazycourier answers correctly in your second link when he talks about light setups, in my case the solution won't be to Smooth shading (it's already smoothed), nor increase the topology (it would ask a very high level of subdivision and anyway it would make no sense in that case, Normal Map is used to avoid high-topology), nor Auto-smooth (doesn't work), but increase the light size.
$endgroup$
– moonboots
50 mins ago




$begingroup$
thanks for your suggestions, Crazycourier answers correctly in your second link when he talks about light setups, in my case the solution won't be to Smooth shading (it's already smoothed), nor increase the topology (it would ask a very high level of subdivision and anyway it would make no sense in that case, Normal Map is used to avoid high-topology), nor Auto-smooth (doesn't work), but increase the light size.
$endgroup$
– moonboots
50 mins ago










1 Answer
1






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2












$begingroup$

Terminator issue hasn't got a proper solution for Cycles yet. Increasing Lamp's size makes penumbra bigger and issue becomes less visible.



Size setting is here:



enter image description here






share|improve this answer









$endgroup$













    Your Answer








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    1 Answer
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    oldest

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    active

    oldest

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    2












    $begingroup$

    Terminator issue hasn't got a proper solution for Cycles yet. Increasing Lamp's size makes penumbra bigger and issue becomes less visible.



    Size setting is here:



    enter image description here






    share|improve this answer









    $endgroup$

















      2












      $begingroup$

      Terminator issue hasn't got a proper solution for Cycles yet. Increasing Lamp's size makes penumbra bigger and issue becomes less visible.



      Size setting is here:



      enter image description here






      share|improve this answer









      $endgroup$















        2












        2








        2





        $begingroup$

        Terminator issue hasn't got a proper solution for Cycles yet. Increasing Lamp's size makes penumbra bigger and issue becomes less visible.



        Size setting is here:



        enter image description here






        share|improve this answer









        $endgroup$



        Terminator issue hasn't got a proper solution for Cycles yet. Increasing Lamp's size makes penumbra bigger and issue becomes less visible.



        Size setting is here:



        enter image description here







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered 1 hour ago









        Serge LSerge L

        1,6541514




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