Andrew Shpagin Posted August 4, 2014 Share Posted August 4, 2014 Recently I made new settings related to normalmapping to improve compatibility with different software. And I really need your help to get best settings. Please download the file, there is readme.pdf - instruction how to perform test. I think it will take 10-15 min per software. I very iterested in Maya, Max, Blender, XSI, LW, Unity, Unreal Engine, C4D, ZB, any other package, different render and game engines. After tests I will add normalmapping prests in preferences and in start menu (just list of software) - to choose compatibility settings esily. http://www.3d-coat.com/files/CompatibilityTest.zip Thank you! Quote Link to comment Share on other sites More sharing options...
Advanced Member manticor Posted August 4, 2014 Advanced Member Share Posted August 4, 2014 (edited) Hi Andrew. Ok I started checking the test and noticed a flaw straight away in the tests. The second stage test obj is not triangulated and therefore each program will triangulate the models differently on import .Objects should always be exported triangulated if using a normal map to keep consistency. In test 1 I have found neither max nor maya's normal map looks correct in 3DS Max's viewport ( using any of the viewport settings Nitrous or Legacy ) as both have very bad visible seams. Although test1 using maya's normal map looks perfect in Unity (no visible seams at all) and test 1 using max's normal map looks perfect in Unreal Engine 4 Edited August 4, 2014 by manticor Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted August 4, 2014 Author Share Posted August 4, 2014 On stage 1 the object should look perfectly on all engines except green channel should be inverted. So test (1) does not really helps to understand correct settings except requirement to invert green channel in normalmap. All other tests are more thin - they cover thin difference between engines. In test (2) object is triangilated, so it determines tangent space method. In test (3) object has quads, so it check tesselation method In test (4) object has n-gont, so it check complex tesselation method. I checked - test.obj form test (2) triangulates, so I see no prblem there. Please show how object looks in Max. Is the difference between Maya's and Max's normalmaps just green channel inversion? Someone knows? Quote Link to comment Share on other sites More sharing options...
Advanced Member manticor Posted August 4, 2014 Advanced Member Share Posted August 4, 2014 (edited) I already did try inverting green on test 1 for max either way they are not correct in max viewport display .Max doesnt use Mikk Tspace tangent basis as far as I know.Rendering the model also renders incorrectly using scanline or mental ray http://s14.postimg.org/v37ttlp69/Max_Viewport.jpg And as far as I know I dont think the difference between max and mayas tangent basis is just green inversion .I think there are more differences .I dont have maya here to confirm tho. Softimage XSI is also displaying wrong. Modo displays correctly using this model Also Unity does not use the Mikk tSpace tangent basis as I bake from Xnormal and I use this plugin for it when Im baking for Unity http://www.farfarer.com/blog/2012/06/12/unity3d-tangent-basis-plugin-xnormal/ Edited August 4, 2014 by manticor Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted August 4, 2014 Author Share Posted August 4, 2014 I already did try inverting green on test 1 for max either way they are not correct in max viewport display .Max doesnt use Mikk Tspace tangent basis as far as I know.Rendering the model also renders incorrectly using scanline or mental ray http://s14.postimg.org/v37ttlp69/Max_Viewport.jpg And as far as I know I dont think the difference between max and mayas tangent basis is just green inversion .I think there are more differences .I dont have maya here to confirm tho. Softimage XSI is also displaying wrong. Modo displays correctly using this model Also Unity does not use the Mikk tSpace tangent basis as I bake from Xnormal and I use this plugin for it when Im baking for Unity http://www.farfarer.com/blog/2012/06/12/unity3d-tangent-basis-plugin-xnormal/ Are you sure that normal map used as tangent space normalmap, not as world space normal? Maybe ou have idea how to change Maya's normalmap to get good render in test (1) in max? Quote Link to comment Share on other sites More sharing options...
Advanced Member manticor Posted August 4, 2014 Advanced Member Share Posted August 4, 2014 Hi Andrew I have definately used it as tangent space ( option is shown on the screenshot ... although admitedly a little hard to see due to the resolution ) If the map was output as a local space normal map then it is possible to convert it to tangent space normal map using a freeware tool called handplane3D http://www.handplane3d.com/ which outputs to most major tangent space formats ( including 3DS Max's). Quote Link to comment Share on other sites More sharing options...
Carlosan Posted August 4, 2014 Share Posted August 4, 2014 Xnormal provides feature smooth normals in HP slot (use exported normals, avarage and harden) Will be -please- this option added at merge options ?use exported normals is the hard edges/groups user set up on max/maya/softimage models ty ! Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted August 4, 2014 Reputable Contributor Share Posted August 4, 2014 (edited) Ok, Here is first test from "CompatibilityTest / 1 folder" Inverting of normal map color channels test. Blender Cycles. First I had to increase the polygon count of the test obj model as Cycles has a termination shading problem on very low polygon models. Using a sub-d modifier does not solve the problem. This does not effect the application of the normal map as I exported the same uv map. I did not export any new normal maps but use the ones from "1 folder". I only used 3DC to increase the polygon count of the obj model. #Note" The texture coordinates node here in this case is not needed as by default the texture node will pick up on the uv set used by the obj model. 1. Maya.tga normal map. In Cycles I had to invert not only the green channel but the red channel has well to get the correct rendering for the normal map. This is shown in pictures with my node setup and the obj model. 2. Max.tga normal map. In Cycles only the red channel needed to be inverted for the correct rendering of the normal map. No picture shown here as the results are the same as above. I will test the other folders today or tommorrow. Edited August 4, 2014 by digman Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted August 4, 2014 Contributor Share Posted August 4, 2014 (edited) Test 1 Blender Cycles Max Maya Both are wrong, and it makes no difference if green chanel is invertet or not. Blender GLSL Max Maya Max is wrong and Maya looks nice. Maybe if i invert Green chanel Max would looks good, too. Substance Desinger Max Maya Maya Invertet Maya version have to be invertet green chanel, without it is wrong. Substance painter Max (with DirectX Option) Maya (with OpenGL Option) Max or Maya have to importet with the correct option OpenGL or DirectX. This is an automatic Green Chanel invert as far as i know. Test 3 Quad Tris with naive have a wrong obj, there are two objects inlcudet. Or how to work with that both objects? Edited August 4, 2014 by Malo Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted August 4, 2014 Reputable Contributor Share Posted August 4, 2014 (edited) @Malo. I am not sure why your normal maps are not correctly rendering using Blender Cycles. Is this test only from folder "1" I was able to get them to render correctly. I shared by a image my node setup. Can you show your node setup? Edited August 4, 2014 by digman Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted August 4, 2014 Contributor Share Posted August 4, 2014 (edited) Yes, that is folder 1 only. And i only played around with green chanel, you wrote something about red, too. That i have not testet. Anyway, befor that "update" it was only the green chanel if you want to use 3d coat normalmaps in cycles. The other is, why is GLSL different from cycles, this makes no sense to me. This is stupid for a softrware if the normalmap get calculatet in one area in this way and in an other area in that way. My setup is nearly the same. I only use a RGB Curve between Image Texture and Normalmap Node instead of that 4 Nodes that you use. Edited August 4, 2014 by Malo Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted August 4, 2014 Contributor Share Posted August 4, 2014 (edited) Test 2 Blender: Triangulatet Normal 4 Quad Tris Delaunay Normal 1 Naive have a buggy obj => Out of contest. Ngon Delaunay Noaml 4 Ngon Naive Noaml 4 Substance Painter/Designer Triangulatet Nomal 4 Quad Tris Delaunay Normal 2 Naive out of contest see above Ngon Out of contest, Both programms dont support Ngons. Edited August 4, 2014 by Malo Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted August 4, 2014 Contributor Share Posted August 4, 2014 (edited) For Andrew Based on Substance Painter/Designer, this is for me much more important then Blender. Result of tests: Max Triangulated -> norm4.tga -> perfect QuadsTris -> Delaunay -> nearly perfect. There is a little shading problem . See picture above. NGons -> n/a -> Ngons are not supportet. Edited August 4, 2014 by Malo Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted August 4, 2014 Reputable Contributor Share Posted August 4, 2014 @ Malo. I never did have to invert the green channel for Blender Cycles when I used Maya normals for the calculation method and Maya / Blender for the export in 3DC. This was of course before the new update. I think we had this discussion once before but please do not take that I am correcting you. I just have never needed to invert the green channel when using 3DC / Blender Cycles workflow for normal maps. Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted August 4, 2014 Contributor Share Posted August 4, 2014 (edited) Maybe. Let me explain it a little bit more detailed. My pipeline is based on Blender 2.49, and i choose my programms to follow that pipeline. This pipeline is based on that Max Normalmap that we should use in this test. So, Blender 2.49, Crytek, Unreal, Gamebyro, Gimp Normalmap Plugin, Photoshop Normalmap plugin, Substance Designer, Mudbox and 3d Coat. Uses that Max Normalmap. And i think Unity, Zbrush and some others too. Since Blender 2.50 the devs have choosen to work with that invertet Green Chanel as base. And now all my programms that i have ever used, are now incompatible for me if i use Blender to render. For me, only Blender is on the wrong side, based on my pipeline. For you, should be the Unreal Engine on the wrong side. I am not sure, how i should explain it. For me it is easier to invert the green chanel for Blender as to always invert it for my game engines and gimp or photoshop or Substance Designer. Sure, i always use the word "wrong" but thats not correct. The word "wrong" is only based on my pipeline and workflows. If anybody else, like you, have a differnt pipeline and workflow, then Blender works correctly. I hope you understand what i mean. It is nothing agianst Blender, it is more a 1-4 difference. Blender 2.50 -> Maya Blender 2.49 -> Max Gimp -> Max Photoshop -> Max Substance Designer -> Max You see, if i export a Normal as always from 3d Coat, i could use this normalmap directly in 4 differenct programms, only in Blender 2.50 and above i have to invert the green chanel. If i would switch to the Maya export like you mentoined, i could only work in Blender 2.5+ directly with that normalmaps. Blender is for me not in the first place of my workflow. Edited August 4, 2014 by Malo Quote Link to comment Share on other sites More sharing options...
Carlosan Posted August 4, 2014 Share Posted August 4, 2014 Marmoset Toolbag 2 1 - Maya. Tangent Space Maya 1 - Max. Tangent Space Max --------------------------------------------------- Triang Maya - NM1 Triang Maya - NM2 Triang Maya - NM3 Triang Maya - NM4 Best result Triang Maya = NM2 --------------------------------------------------- Triang Max - NM1 Triang Max - NM2 Triang Max - NM3 Triang Max - NM4 Best result Triang Max = ? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted August 4, 2014 Share Posted August 4, 2014 Marmoset Toolbag 2 Tangent Space Maya QuadTrisMaya-DelaunayNM1 QuadTrisMaya-DelaunayNM2 QuadTrisMaya-DelaunayNM3 QuadTrisMaya-DelaunayNM4 --------------------------------------------- QuadTrisMaya-NaiveNM1 QuadTrisMaya-NaiveNM2 QuadTrisMaya-NaiveNM3 QuadTrisMaya-NaiveNM4 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted August 4, 2014 Share Posted August 4, 2014 Marmoset Toolbag 2Tangent Space Max QuadTrisMax-DelaunayNM1 QuadTrisMax-DelaunayNM2 QuadTrisMax-DelaunayNM3 QuadTrisMax-DelaunayNM4 ----------------------------------------- QuadTrisMax-NaiveNM1 QuadTrisMax-NaiveNM2 QuadTrisMax-NaiveNM3 QuadTrisMax-NaiveNM4 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted August 4, 2014 Share Posted August 4, 2014 Marmoset Toolbag 2Tangent Space Max NGonsMax-DelaunayNM1 NGonsMax-DelaunayNM2 NGonsMax-DelaunayNM3 NGonsMax-DelaunayNM4 ----------------------------------------------------- NGonsMax-NaiveNM1 NGonsMax-NaiveNM2 NGonsMax-NaiveNM3 NGonsMax-NaiveNM4 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted August 4, 2014 Share Posted August 4, 2014 Quixel Suite DDO 1 - QuixelSuite_Maya 2 - QuixelSuite_Max Quote Link to comment Share on other sites More sharing options...
Advanced Member manticor Posted August 5, 2014 Advanced Member Share Posted August 5, 2014 (edited) I dont understand the quad model tests .... as every external package may treat the quadrangulation differently when importing the model which will result different normal information on the model and then the normal maps wont display correctly. Secondly a test on only 2 different models is not really enough to determine whether the normal map is completely correct for the given platform .I tested the maya map with the first model in unity and it looks correct but its exported from 3DCoat which Im pretty sure uses Mikk TangentSpace which is not 100% correct for Unity ( I know this from experience ) a lot of the time it will shade correctly but in some instances seams will appear or the shading will be a little off. I think this was already posted a while back by Don Nash(AbnRanger) but here is the link again that explains the problems and correct working practices with normal maps https://www.youtube.com/watch?v=OONQzKcWeMY and this is a video from the Handplane3D videos section that explains the fundamentals of normal maps https://www.youtube.com/watch?v=m-6Yu-nTbUU this is more in depth about controlling shading and efficiency https://www.youtube.com/watch?v=ciXTyOOnBZQ This is another video showing normal maps baked in different packages displayed in Unity with different results https://www.youtube.com/watch?v=UWToeCw1B24 In short - for the normal maps to display correctly the model should be triangulated so the normals wont change .The external package must import model with the normal information and the correct tangent basis should be used for the external package to display it correctly. I hope this helps Edited August 5, 2014 by manticor 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted August 6, 2014 Reputable Contributor Share Posted August 6, 2014 (edited) I ran all the test from the PDF instruction (Maya folder) in Linux Blender 2.71 Cycles. It appeared that all the test seem to get the same result by subjective looking at the images as far as I good see. The first normal map used in each test seem to work as well as the others. Each normal map did have a problem with black seams areas showing on some edges in the shadow areas. I uploaded a picture. I do not have the time for a complete in depth test as my normal way is, Sorry about that. I did not test Blender's older internal renderer. Edited August 6, 2014 by digman Quote Link to comment Share on other sites More sharing options...
Member riuka Posted August 13, 2014 Member Share Posted August 13, 2014 Modo Max Maya Quote Link to comment Share on other sites More sharing options...
Advanced Member Grimm Posted August 15, 2014 Advanced Member Share Posted August 15, 2014 (edited) Here is a test of Octane Renderer, all of the maya tests worked, none of the max tests worked (I did all of them). Here are the 1 examples: There might be a way to get the max files to work, Octane has a lot of options for obj import. I don't have max so I can't test that. Edited August 15, 2014 by Grimm Quote Link to comment Share on other sites More sharing options...
Javis Posted August 21, 2014 Share Posted August 21, 2014 Test 1: (I always use Maya-like nmaps in modo, they render the best, I provide the max for comparison) Maya Max _________________________________________________ Test 2 - Triangulated (all maya style): NM1 NM2 NM3 NM4 RESULT: NM2 is the best result of bunch. I would call it good, but not perfect (see image) Quote Link to comment Share on other sites More sharing options...
Javis Posted August 21, 2014 Share Posted August 21, 2014 Test 3 Quad - Tesselation Deaunay: NM1 NM2 NM3 NM4 Deaunay RESULT: NM2 seems to give the best results. _________________________________________________ Test 3 Naive: NM1 NM2 NM3 NM4 Naive RESULT: NM2 is again the best. Deaunay vs Naive: Deaunay gives better more even results over Naive. That said, I like how Naive renders as well. I compared NM2 of both to one another. Quote Link to comment Share on other sites More sharing options...
Javis Posted August 21, 2014 Share Posted August 21, 2014 Test 4 - N-Gon Delaunay: NM1 NM2 NM3 NM4 Delaunay RESULT: NM2 looks good. Best of the bunch. _________________________________________________ Test 4 Naive: NM1 NM2 NM3 NM4 Naive RESULT: Again NM2 looks to be the best of the bunch. Rating at good. Delaunay vs Naive: I liked both almost evenly, but Delauny edges out IMHO with NM2 over Naive. Quote Link to comment Share on other sites More sharing options...
Javis Posted August 21, 2014 Share Posted August 21, 2014 Here's a 7zip file with all of the tests setup for Modo, for anyone else that wants to run the tests. NMapComparison-ModoScenes.7z Quote Link to comment Share on other sites More sharing options...
Advanced Member Polygoon Posted August 23, 2014 Advanced Member Share Posted August 23, 2014 (edited) Thanks Javis. I agree with you test results too. Trying the Maya and Max tga. in the Compatability test, using the "GreenTest obj.", well, niether looked any good at all in Modo, with any variation of swizzle. Importing in the Maya or Max one to 3D Coat first, then exporting to Modo (801 sp2) using the "Maya_after_2013" preset worked best I think but its very close. This is a bit confusing. Why didn't the Maya tga work with the GreenTest obj. then? I guess it must be the triangulation and mesh normals and how they match is different. Interesting anyway. Using the "3DS_Max, LW" export option does work though too if you invert the green channel in Modo. All other settings, a reasonable result is possible with a inverting channels in Modo also it would seem. I guess that is a bit subjective to how you want your render to look though. One other important thing perhaps, is that importing the obj's. exported from 3D Coat the normal map is always set to "Bump" in the effects when loaded in Modo. Its no big deal to change it to normal though. I tried editing the mtl. file, changing the last line from map_bump to map_normal, but this didn't even load any texture map. I guess it may be Modo thats at fault with that. Edited August 23, 2014 by Polygoon Quote Link to comment Share on other sites More sharing options...
Member orlando Posted September 30, 2014 Member Share Posted September 30, 2014 Polygoon, that menu in your pictures, where can I find it? First I though it's in the export options, but it isn't. Quote Link to comment Share on other sites More sharing options...
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