armory3d / armory3d/armory

Normal Maps bug inverted G

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#744 2 comments 0 reactions 0 assignees View on GitHub
bug
Dominant language
C++
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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

![normalmapbug](https://user-images.githubusercontent.com/7035871/42014734-ac4696fa-7a58-11e8-9f06-93c01d9b9ea2.jpg)

[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

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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

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