Seams visible from Bump vector map

Hi all.
I’ve a problem with 2.79
Rendering this guy, you can see the seams at the top of his head.
Strange thing is that seams is only visible from vector “bump” node. Both normal and bump png seems to work well. Output from normal works fine…Just the output from the bump node shows this issue… someone knows how to solve it?
material viewport rendering, showing seams

bump node viewport rendring, showing seams

normal map node viewport rendring, not showing seams

bump png viewport rendring, not showing seams

If you have a normal map, there’s no need to use a bump map as well. Normal; is like bump map plus.

I know that doesn’t solve WHY… but it will hopefully solve your problem.

I have the normal for the sculpted and baked details, and a bump map just for the back of the head (don’t wanna mess the sculpted hires mesh anymore). I know I can solve the issue removing the bump map, but it’s a strange behaviour…

I would check your color space, both with the space the map was baked in, and how the texture node is set.

Do you mean the texture space for the normal map? That map doesn’t give problems. Problem is just with bump node…and the bump png is hand painted

Question for you, if you are using any subsurf modifiers do you have subsurf UVs checked?
subsurf

That will change how the UV map lays out and can cause some artifacts and such with bakes and paints.
Another thing is making sure you unwrap with pixel lock on and if you can unwrap it at the lowest uvmap resolution that you will be using, and making sure that any bakes you do that are at higher resolutions have enough bleed to cover the same amount of UV space that a lower uv bake would do. Else you are going to end up with some extra data from time to time in your image data, not everything reads uv maps the same way.
Also as much as you can when you are doing that painting you need to use an image format that does not have any type of compression on it, otherwise you can end up with the occasional bits of oddness on your UV seams due to compression algorithms, also for bump maps I tend to save those out in black and white image formats, just having color data in the image opens up options for oddness to happen.

But with texture space, and even with hand painted stuff (especially) you need to make sure it is painted in the same space as you intend to bring it in as. Otherwise oddness can happen.

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thank you joseph