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
Why does nature favour the Laplacian?
"The cow" OR "a cow" OR "cows" in this context
Does a semiconductor follow Ohm's law?
How could Tony Stark make this in Endgame?
How come there are so many candidates for the 2020 Democratic party presidential nomination?
Can SQL Server create collisions in system generated constraint names?
How does a program know if stdout is connected to a terminal or a pipe?
Seemingly unused edef prior to an ifx mysteriously affects the outcome of the ifx. Why?
In order to check if a field is required or not, is the result of isNillable method sufficient?
How do I reattach a shelf to the wall when it ripped out of the wall?
What is Niska's accent?
What software provides a code editing environment on iPad?
Can I spend a night at Vancouver then take a flight to my college in Toronto as an international student?
Do I have an "anti-research" personality?
Why must Chinese maps be obfuscated?
Size of electromagnet needed to replicate Earth's magnetic field
Is it idiomatic to construct against `this`?
How do I deal with a coworker that keeps asking to make small superficial changes to a report, and it is seriously triggering my anxiety?
Fizzy, soft, pop and still drinks
The Defining Moment
Are Boeing 737-800’s grounded?
How to verbalise code in Mathematica?
what is the sudo password for a --disabled-password user
Packing rectangles: Does rotation ever help?
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;
$begingroup$
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: 

normal-map
$endgroup$
add a comment |
$begingroup$
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: 

normal-map
$endgroup$
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
add a comment |
$begingroup$
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: 

normal-map
$endgroup$
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: 

normal-map
normal-map
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
add a comment |
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
add a comment |
1 Answer
1
active
oldest
votes
$begingroup$
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:

$endgroup$
add a comment |
Your Answer
StackExchange.ready(function()
var channelOptions =
tags: "".split(" "),
id: "502"
;
initTagRenderer("".split(" "), "".split(" "), channelOptions);
StackExchange.using("externalEditor", function()
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled)
StackExchange.using("snippets", function()
createEditor();
);
else
createEditor();
);
function createEditor()
StackExchange.prepareEditor(
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: false,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: null,
bindNavPrevention: true,
postfix: "",
imageUploader:
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
,
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
);
);
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fblender.stackexchange.com%2fquestions%2f139205%2fnormal-map-bad-shading-in-rendered-display%23new-answer', 'question_page');
);
Post as a guest
Required, but never shown
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
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:

$endgroup$
add a comment |
$begingroup$
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:

$endgroup$
add a comment |
$begingroup$
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:

$endgroup$
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:

answered 1 hour ago
Serge LSerge L
1,6541514
1,6541514
add a comment |
add a comment |
Thanks for contributing an answer to Blender Stack Exchange!
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
Use MathJax to format equations. MathJax reference.
To learn more, see our tips on writing great answers.
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fblender.stackexchange.com%2fquestions%2f139205%2fnormal-map-bad-shading-in-rendered-display%23new-answer', 'question_page');
);
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
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