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Broken normal map calculations using UV1 in material editor

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by ChromaCore, Apr 5, 2025.

  1. ChromaCore

    ChromaCore
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    Aug 24, 2014
    Messages:
    15
  2. Artistterrymartin

    Artistterrymartin
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    May 5, 2019
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    That has been a problem for many updates. But once you add a detail normal map set that to 1 x 1 and it will do the exact same thing.
    PBR is better you can adjust how much each one can use, where older textures only allowed that for 2.
    Not sure if you know, you can - negative values like roughness -2 for more shine, or minus for normal maps for inverted.
     
  3. ChromaCore

    ChromaCore
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    Aug 24, 2014
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    I understand that, but there's some things you can't do without having proper normal maps, also the issue also persists on detail normals, tiled or not. The main issue is in cases where you'd need to use UV1, which is typically unmirrored for the cars, where UV0 is fully mirrored uv wise.
     
  4. Artistterrymartin

    Artistterrymartin
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    Oh, yeah, forgot about that.. the 0 or 1 selector. I Was reading it wrong. Thought you meant in non pbr - 1.0 the normal map does not seem to do anything. I completely forgot about that in pbr. I will switch from 0 to 1 and it seems to put the normals under another layer or visa versa. Messed with it some but not sure exacly what it is doing. I just experiment long enough till something looks good to me. I use normals to a lot from high poly models reprojected on to low poly ones. Make a 10,000 poly model look like a 46 million one.
    Think all them have that selector. Ao did too, base color, yeah mostly all of them im thinking.
     
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