normal map creation and parralax oxxlusion stetching

Discussion started by 512pixel

i noticing in substance designer . when developing th normal maps when using parralx occlusion on the model this has some stretching on the edges this noticeable when xtreme close up the player,,,,,,,,,,,

https://ibb.co/wyMV4vk

Answers

Posted almost 3 years ago
-1

is this ok is this common guessing it cant be avioded ....

Posted almost 3 years ago
0

Publishing the *.sbsar image is good, but you also need to publish an image of the section of the graph that shows the normal node, and the nodes leading into the normal node. We cannot help you unless we see the parts of the graph that create this normal output.

Forester wrote
Forester
The normal node itself will not cause this - but it looks like whatever noise nodes you are using are responsible for the "stretching." Cannot determine the source without looking at more elements of the graph.
Posted almost 3 years ago
0

A better source for help in Substance Designer is the Discord website - specifically the Substance Designer channels there.

Try this https://discord.com/channels/179919948569640960/179930516265369600
This Discord channel is specialized to Designer - all the members are Substance Designer users and developers. Adobe Substance Designer developers manage this discussion.

512pixel wrote
512pixel
so logically this happens because it's a one channel displacement. it can only displace up or down, there is no sideways information. That's why in VFX when this kind of case becomes an issue, vector displacement can be used.
Posted almost 3 years ago
-1

update fro yesterdfay ......i got this reply on unreal egine forum in face book its common issue ,,, some mentioned increasing the tessalation .... but this doesnt seem to b eavialble in substance when choosing parralx occlusion ..... some mentioned just by blurirring the edges of the hexagon at the beggining of the normap map and height map creation will remove harsh edge .....it does fix the issue some height is lost

Posted almost 3 years ago
-1

i did get some feedback off the other forums cheers forrester thank you for you reply ....... some other may have come acrooss and other ideas there maybe new solution s

Posted almost 3 years ago
-1

i did get some feedback off the other forums cheers forrester thank you for you reply ....... some other may have come acrooss and other ideas there maybe new solution s

512pixel wrote
512pixel
think it be good enough to use and sell
Posted almost 3 years ago
-1

just gonna add a blur edge.... i heard the proces of vector displacemnt can be complicated

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