UV Normal Map - inversion in cycles renders

I couldn’t find a thread that addressed the same issues I’m having. But I’ve been having this problem a lot - so I’m surprised. Sorry if there’s another thread on this already.

Here’s my problem: I’ve been baking hi-res to lo-res in Blender to bake my normal maps. When I apply these normal maps to my models using the Blender rendering engine, the result is flawless. Looks really excellent.

But the second I use cycles, I get these inversions.

And it’s really clear what the problem is when I look at the actual Normal Map. For example, on my t-rex. The arm on one side turns out fine. But the arm on the other side has inverted normal colors. If you look at the UV map - the colors are in fact inverted.

So, it seems that the Blender Render engine has a method for accounting for these inversions, but the Cycles engine does not. That’s my initial guess.

So - in Cycles, I apply the normal map as a texture image node. I turn on Non-Color Data. I run it through the Normal map vector, which is set to tangent. So - I’m pretty sure I have everything set up right.

But I get this weird inversion. Look at the arms, legs, and tail. You can see the colors are inverted.



Anyone have a solution?