![]() ![]() Here in this next image you’ll see 2 editors on top of each other. PROBLEM 2: There are different ‘color spaces’ which can be set in different editors that we need to make sure we get right (again the default settings don’t help us here). Now we have the bit depth out of the way let’s move on to… So in conclusion for proper versatility make sure we have that 32 bit float checkbox enabled for bump/normal maps! If on the other hand your material is actually quite rough and/or grungy often we can hide these banding artifacts on the normal map…Ībove is that same central cube from before but instead of a very low roughness setting of just 0.05 here we’re hiding a lot of the artifacts in the 8 bit image with a roughness value of 0.4 ![]() We are asking a lot of our textures here though seeing how the object is so clean, smooth, defined and shiny. Again we can see the ‘banding’ artifacts. On the left is the texture we’re using as a bump map for the plane in the viewport on the right. Here’s another example using an 8 bit bump map on a simple plane… Those artifacts aren’t there without the normal map (on the left) or on the high resolution mesh that was used to bake the normals from (on the right). ![]() Notice the strange swirly mosaic tiled look to the middle cube. If we leave everything as is and bake with this default lower bit depth, we can get problems such as these… Here are our default new image settings below, notice the unchecked 32 bit float checkbox meaning our new image will be 8 bit. 8 bit images aren’t optimal for normal/bump images. PROBLEM 1: The default image settings i.e. So to immunise ourselves to all of this we’re going to hold these problems betwixt tweezers for inspection! That means it isn’t always immediately obvious what the problem with the bump/normal map might be, where the problem stems from or how to fix it. Well, actually in this context probably a mathematician could easily tell us BUT! The point is from an artist’s point of view there are some bumps to navigate so the process can be smoother (gotta love a 3D pun to get us started!)īEWARE! Before we let our guard down after some slick puns let’s not forget why we’re here! The dangers of bump/normal maps are that we don’t directly see them like we would a color map, instead we see more how the light bouncing off the surface has changed because of them. Hi, Aidy Burrows here, bump map creation can itself be a bumpy ride and as for normal maps? Who can say what normal really is anyway?! If you happen to be new to the baking process in Blender see the end of the article (problem 5!) for tips on generating a simple normal/bump map from both a shader and another object. ![]()
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