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P3D v5 PBR Issues...

Messages
1,959
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unitedkingdom
My gorund polys PBR don't seem to be reacting to light properly. In the morning the asphalt is illuminated and reflects the sun, but in the evening, after midday they just go dark and stop reflecting light as if the smoothness goes to black. Any ideas what might be up with it?
 

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Messages
1,959
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unitedkingdom
I see this is because I have rotated some UV islands, and the normal rotation has resulted in the material behaving as if the mesh is facting another direction. How do I stop this please?
 
Messages
1,959
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unitedkingdom
This is happening to my markings also, with a normal map engaged they are reflecting light as if the normal is facing the direction the UV is rotated to? This hasn't happened before in PBR that I have used.
 
Messages
1,243
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canada
Don't know if this will help , but there is a +y and -y for normal maps.

Question
What is the difference between the OpenGL and DirectX normal format ?

Explanation
OpenGL and DirectX are two graphic APIs (sets of functions) that programmers use in their application to dialog with the GPU (Graphic Processing Unit). In terms of normal maps, the difference result in how the green channel of a RGB texture should be interpreted. OpenGL expects the first pixel to be at the bottom while DirectX expects it to be at the top. This is often why in various technical discussion it is recommended to try to invert the green channel of a normal map to see if it behave better as it reverses the pixel values (first becomes last). OpenGL can be referred as Y+ (bottom-up) while DirectX is referred as Y- (top-down).
To know which format to use, refer to the target application in which your textures will be used.
 
Messages
1,959
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unitedkingdom
I'm using some from normal map generator online and normal map from a pbr set from textures .com

Inverting the green channel seems to not work.
 

Pyscen

Resource contributor
Messages
2,994
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us-texas
Can you send a link to this normal map generator.? So we can take a look?
 
Messages
1,959
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unitedkingdom

The normals with a texture.com PBR package asphalt image seem similarly affected.
 

Pyscen

Resource contributor
Messages
2,994
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us-texas
The texture was already in a normal map stage? Most PBR Textures do have a normal map included. If that is the case then flipping the Y or green channel usually corrects this. Send the PBR file to me.
 
Messages
1,959
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unitedkingdom
Thanks, PM sent.

It's affecting buildings with PBR on it also, it appears fine in Blender.

The more rotated the UV the more it affects the normals.
 

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unitedkingdom
This is the "Bump" style map that MCX makes "Convert to FS bump", I thought PBR required normal maps, like purple ones not the old style bump maps.
 
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Pyscen

Resource contributor
Messages
2,994
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us-texas
No. It's not the normal map or bump map that makes it a PBR. It's usually if it has a metallic map or not.

Both the bump and normal maps are purple.
 
Messages
1,959
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unitedkingdom
Following the red to alpha (or MCX normal to FS Normal) gives blue, this seems to work fine, and is what was suggested in the thread linked above. Is this wrong?
 

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Pyscen

Resource contributor
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2,994
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us-texas
Wrong? Explain what you mean? Bluish/purplish pretty much the same once its converted in dds.
 
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