Normal Maps bug inverted G
- Dominant language
- C++
- Stars
- 3.3k
- Forks
- 353
- Avg merge
- 3d 16h
- Merged PRs (30d)
- 1
Description
Testing baked normal map with Cycles, it renders correctly with Cycles principle shader but using Armory PBR it looks incorrect. I've attached the zip which contains a blend file(high and low poly,so you can bake your own normal map if you want) and the baked normal map for Armory version .4 - 2.79X

[CubeNormal.zip](https://github.com/armory3d/armory/files/2143875/CubeNormal.zip)
I use the default normal map bake setting with a ray distance of .100(you can see that in the file).
*(drag & drop zipped .blend file here)*
Contributor guide
No contributing guide indexed for this repository
Research direction
Start by opening the attached CubeNormal.zip blend file in Blender and reproducing the baked normal map with the Armory PBR shader, comparing it with the Cycles Principled shader. Done means the Armory render matches the expected normal-map orientation and no longer shows the inverted green channel.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- blender
- Domain
- computer-graphics
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 38/100