Hello, I’m a newcomer to the blender operation, I’m encountering my first big bugger. So I created a textured plane (with a normal map, specular, occlusion, volume displacement), when I applied an array modifier to the tile and switched to rendering, the arrayed segment doesn’t react to the light in the same way the original segment does, Got an idea why?
ps: open this image in a new tab to get a full screen viewAre your texture tileable ?
You have failed to supply a demo blend file with all textures so we cannot tell !
sorry I’m really new to whole ordeal and It’s hard for me wrap my head what your asking, but I’ll try and join this demo asap
Attachments
I don’t get it, I’ve posted a reply with some files, I don’t think it’s correct though. but there is no way to tell since my reply doesn’t seem to come up on the thread. Can someone please at least direct me to a thread where it will explain the procedure in order procure the files richard asked for in the reply above.
If you’re sure that your texture is tiling properly on the “base” object, you might try see if the “Merge” option of the array modifier helps. Without seeing what your array settings are, not sure what else to check if it is, indeed, working on the base object.
If you want to make sure that it’s working correctly on the “base” object, you can scale the texture with a mapping node and make sure that it is seamless.
Remove any unecessary crap from your .blend file that we have no interest in.
Pack all your textures in your .blend file (File / External Data / Pack into /blend file).
Save your file with ‘compress’ enabled in the save settings
Upload this .blend file to http://www.pasteall.org/blend/ and tell us the download link.
Your texture in your post above is not tileable so you will see a seam between arrayed faces. The lighting is also different across the texture so I’d assume you’d get uneven normal map generation.
ok so I removed all the other stuff except the two emissions sources (the sphere and a standard plane).
http://www.pasteall.org/blend/41294 —> and there should be what you asked for
what bugs me is my first array worked fine, after I applied it I took the result and reapplied another array to it and that’s what generated the “darker” patch on the right side
Looking now at the image you showed here and is in the file, I think Richard’s original assessment of the image not being tileable is the most likely culprit in this case. If you look, the right side of the WoodBurned image is way lighter than the left side, so when it tiles, it won’t match.
+1 to above.
If you think Array and some kind of vertex normal issue is to blame - cut out 1k x 1k image and map on one plane by setting Texture repeat parameter.
To start with your diffuse color texture is already “pre-lighted” having reflections and shadows from some light source which you do not have in Scene. Normalmap baked from such image does not follow natural rules - it needs to be created from height data which i doubt is the case here.
To soften different brightness along the texture image use advice near the 4th photo in this article. Making texture seamless - one can find on G countless tutorials.
This is how you could create material for the sphere object so that it’s not overpowering camera and still giving enough light to the scene
http://www.pasteall.org/pic/show.php?id=101624
Ok, thank you all for the heads up. This will no doubt set me on my way to surpass my noob status, in order to be one step closer to becoming a full fledged beginner