- Fri Apr 03, 2015 12:11 pm
#386217
At the moment, Maxwell seems to handle normal maps just as a normal texture map, disregarding that the vector information contained in these maps relies on a specific spatial context. This can cause incorrect shading to be calculated.
There are at least two ways in which this problem manifests:
1. When a textured object is mirrored, i.e. the x/y/z scale of the object is negative. In this case the rendered result appears as though incorrect u/v flip parameters had been used. As a quick fix, Maxwell could simple toggle the FlipX parameter whenever the object is mirrored in 1 or 3 dimensions (with 2 dimensions, the effect cancels out).
2. When the rotation parameter of the map is used. Here, Maxwell should rotate the normal vector appropriately to achieve correct results.
While it is possible to work arround this issue, I'd like to see a fix in a future version.
There are at least two ways in which this problem manifests:
1. When a textured object is mirrored, i.e. the x/y/z scale of the object is negative. In this case the rendered result appears as though incorrect u/v flip parameters had been used. As a quick fix, Maxwell could simple toggle the FlipX parameter whenever the object is mirrored in 1 or 3 dimensions (with 2 dimensions, the effect cancels out).
2. When the rotation parameter of the map is used. Here, Maxwell should rotate the normal vector appropriately to achieve correct results.
While it is possible to work arround this issue, I'd like to see a fix in a future version.

- By Mark Bell