they are the same materials, but they both render differently…the bump or the displacement is not being rendered on some objects… I tried unwrapping them again, flipping normals… they are the same shaders… can someone help me…
thank you…
Does the material rely on a UVMap? (Check if it uses texture co-ordinate), if so, chances are the second item isn’t unwrapped.
they both are exactly same, i just went to the materials panel and selected the same meterial… the material does not have an texture coordinate node added… it automatically takes data of the uv map
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Yes, if no mapping / texture coord is there, it will assume UV, so the UV map for both items is the same is what you’re saying? both unwrapped correctly? Are both scaled correctly as well? If you have not applied scale to your object, that can create a stretchnig effect.
the uv data is different, but i’ve unwrapped both of them correctly. i tried adding texture coordinate too only the bump aint working… everything else proper.
i’m using the Intel denoiser… can that cause this??
No, the denoiser would have no impact on the actual texture.
Any chance you can isolate the two items into a blend file and post it here, (images not req’d as I can use any image to test). Then I can see if there’s something odd.
https://drive.google.com/file/d/1cUrnH-BdXzUVXva8XePnwh1E081h_Y4_/view?usp=sharing
the file was too large for here… so yeah drive link…
i have removed all the elements except the lighting conditions, the object and the material…
Which object should I be looking at?
Plane24 (far object) has a smaller UVMap that the others, it’s giveing a much tighter scale
You can see from this image the varying sizes of the pixel density. I’ve basically swapped out the wood texture for a UvGrid to test
okay, but the normal map should be applied right…i do not understand how this affects the normal map
The chances are, because it is so stretched, it’s not as visible. Is that the area you are on about?
Hmm, just thought, as the images were not there, when I opened the substitute image file, the color space for the normal map went to sRGB. Yours is definitely non-color yes?
Just noticed, you are using a bump map for your normal, not a normal map. Bump maps are fine for black and white height images, but a proper normal map image needs a nono-colour image texture and a normal map node.
i am using non colour data… thats for sure… now what do you suggest… re scale the texture?
Hmm, ok, if this was me, I’d duplicate one of the “good” objects and the “bad” one, slap them in their own collection so I could hide the other one as I worked. That also allows me to position them as I want, next to each other, or one above the other, so I can see them. I’d then select the bad object and go into UVEdit mode, working on the UV scales accordingly. in the UVEdit viewport.
Edit:
Oh, it was my fault. I was wrong. Sorry
okay sorry… but i really didn’t get this… explain more plz
Lets see the material nodes.
It’s all to do with pixel / texel density, which is a posh way of saying how big each part of the model is in the UVMap in relation to the other parts. If the second piece is larger in the map, it occupies more pixels, which conversely means the texture is smaller on the render. The smaller the UV Island, the bigger the texture will be, so you’d have to alter scale using a texture coordinate and mapping node. That’s where using the UVGrid initially is a good idea, so you can match up things. There’s lots of uvmapping videos out there, but I’m happy to do one specifically using your model for you if you wish.
I just want to add that a normal map is not subject to - in that angles will not change - texel density, unlike a bump map. If a pixel in a normal map depicts a 20 degree angle in say +x direction, it will remain that angle no matter how many repeats you have. Whereas in a bump map where you say black-white represents this distance, the angle will change if you change repeats, meaning you should change the bump distance as well if you want the normal modification to remain the same.