reflections vs. baked normal map

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p2sta
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reflections vs. baked normal map

Post by p2sta »

This question is probably for jlv or DJ, anyway someone else can know too...

well, when I have a baked normal map, the reflections quality is pretty low. On the picture left side doesn't have bake and right side has it, any idea why the quality get so low with the bake?

they looks kinda "pixelated"

I understand the reflections are different because the normals are different on both sides, but why there is so big quality change?

Image
BuddyTheElf
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Re: reflections vs. baked normal map

Post by BuddyTheElf »

I dont know what normal maps or baking is but look at this picture, the right hand side of your picture looks similar to this in my opinion.

Image
p2sta
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Re: reflections vs. baked normal map

Post by p2sta »

this was just example, because it was good visible

i know sometimes it makes it looks more real like on the graphics, but when I want to do chromatic frame the reflections should be clear and they are not if the normal map is baked ;)
Kamloops
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Re: reflections vs. baked normal map

Post by Kamloops »

I'm also interested if you find a solution !
You bake your norm with the "Render to texture" of 3ds max ?
ifyes, maybe try with an other program..
jlv
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Re: reflections vs. baked normal map

Post by jlv »

Looks like banding in the normal map. The only way to fix it would be to use a higher bit depth texture for the normal map, but the game doesn't support that now. It might be less obvious with a lower resolution normal map.
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p2sta
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Re: reflections vs. baked normal map

Post by p2sta »

thanks for info Josh, it's not a big problem, I was just wondering if I'm doing something wrong or it's just the way it is right now ;)

and btw. what setting the game takes from the materials? only the ray mirror or some others as well? I was trying to play with falloff and glossines, but didn't feel any difference
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