When turning on normals seems like that shading from smooth partially “mix” (maybe 70%)to flat shading.
I have read to switch to non color data, but this fixed only partially the problem.
The normal map is created with gimp normalmap plugin.
The lamp size is 10cm and cushion is about 50cm*50cm, with lamp size 0 the problem is very much worse.
What/where i mistake?
Then i did a test with a uvsphere and smooth shading on it: lamp size 0, default material in cycles give me same problem, same setup in BI give me smooth shading. Is this some kind of bug?
This is the result of your screenie screengrab run into Gimp normalmap filter Normalize.
Blender internal, Normal setting =1. Try to feed your nm-image into Gimps normalmap filter again and just set Conversion to Normalize.
I tried as you suggested but seems like nothing changed in cycles…then i did a similar try as yours, with BI and single lamp, soft size 0:
lamp a little up is ok:
Try lowering the light almost tangent to the surface to see the problem…
However in BI the issue is gone if i dont use normalmap (the darker sphere is BI)
Yes it looks about right but you can notice the not smooth shading at left side of the cushion (the lines coming fro mup to down)
The problem is visible only when there is too much “contrast” between lit and dark areas…
I modified a little your blend(removed all lights except one, apply cloth, then subsurf 2) but it has the same jagged edges problem, here:
That probably is what you have to live with… Textures are stretched after they’ve been applied to flat plane; that’s not a real geometry after all. Did you put yours into last image? Asking since i don’t think screencapture and quick mask/paint can give good results for a close-up. Value 1.5 looks somehow suspiciously high. I remember it being highly sensitive; even 0.02 was looking too much in some cases.
Another, how exactly you did your normalmap in gimp? Just a one go? What were the settings you used? Btw, there is a fresh nm plugin for the gimp 2.8 available.
Well, images are best way to deal with problems related to them anyways…:evilgrin:
PS: I’m slow to comprehend today…Ehrm… Jagged edges… Moon-like lighting should cause this; i don’t think it’s terminator line looks much different.
Well, what you see and that such levels do not show any difference might be related to normalmap data directly.
I can’t find url right now, but i learned that if you make several blurred nm layers in gimp (overlay, iirc) starting from setting Scale 5, then decreasing/blurring/overlay again (probably change to 3x3 to get smaller details), then normalize this resulting pack, it turns out much better.
Gimp plugins registry still has one from 2008, 2012 looks way better ;).
Concerning terminator issue, that seems a bit different animal as a such… When you have just 1 bright light source and no GI at all what is in shadow is black. Combined with proper effect on surface given that normalmap makes surface ‘bumpy’ (turning surface vectors) and there is no light ‘spill’ in shadow areas it should look jaggy imho.
-If you’re using tangent space normal maps, then the normal information that the map will be based on will be derived from the UV’s, so make sure you’ve at least done U key > reset when using the tangent space option.
-The normal map in general can potentially not display correctly if the normals aren’t facing outward (or inward if the camera’s inside the model). So check your normals too.
By the looks of things, I can’t tell if you’ve tried both of these things before posting this thread, why not try to follow them if you haven’t already and see if it helps.