Normal map error in subsurface mesh

I was making my character for study, I made the model with many vertices, then I made the retopology, so far it’s okay, I put the color texture and the normal map, but when activating the subsurface, I had this problem as you can see keeps showing these imperfections in the character’s neck.
In eevee does not have this problem.


when i disable subsurface the problem goes away

A few things:

  1. Try tweaking your normal map node’s Strength value (lower and higher)

  2. You might try toggling this mesh setting:

  1. Set your normal map image format to PNG if you haven’t already

  2. If you haven’t already, set your object’s shading type to Smooth

  3. Additionally, if you’re using a baked object for your normal map, make sure the original baked object’s shading type is set to Smooth as well

I tried to lower the value of the normal map to 0.800, if I lower it more than that I will lose the details of the sculpture, I activated the auto smooth to 70°, then I see that the normal map texture is already PNG, and as you can see the two have smooth in the mesh.
That didn’t solve the problem, as you can see.
look at the end that when I disable the subsurface the mesh is normal.

Could you share the blend file for it?
If you do decide to do so, please don’t forget to pack your textures into the blend as well. :slightly_smiling_face: Thanks.

OK,. thank you
blender 3.1.2 version
Uploading: Aleivi.blend…


I think what’s happening is that you are running into a limitation of Cycles. Your model uses a normal map for detail, but subsurface scattering is calculated using the actual polygonal shape. You might get a better result by changing the sss method to Christensen-Burley instead of random walk: it can be more tolerant of sharp corners, at the cost of being a bit less physically correct.

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it worked, thank you

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