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Object rotation affects normal mapping

Discussion in 'Image Effects' started by marsplay, Jul 7, 2018.

  1. marsplay

    marsplay

    Joined:
    Nov 30, 2013
    Posts:
    3
    Unity+Gimp+Blender+Normal map

    Did anyone had this issue?
    Same object (cube) when rotated, affects the normal mapping in a way that bumps change from protruded to sunk. See the pictures in this post (1st picture shows front face object at 0 rotation, and 2nd picture shows the same object at z axis rotation of 90deg)

    Played with normal map import settings in unity, tried almost any shader that supports normal mapping - Tesselation/Bumped Specular Displacement/Smooth, Legacy Shaders/Bumped Specular, Mobile/Bumped Specular (1 Directional light), Mobile/Bumped Specular. No luck result is the same, using unity 2018.1.

    Thanks
     

    Attached Files:

    Last edited: Jul 31, 2018
  2. marsplay

    marsplay

    Joined:
    Nov 30, 2013
    Posts:
    3
    Solved. I'm posting in case someone bumps on this in future. The issue was nothing to do with Unity or shaders. It was the normal map itself. Actually the process of creating the normal map. As a big fan of open source, I use Blender + Gimp to model and texture objects. The great Gimp add-on normal map renderer uses opposite Y orientation and solution is as simple as toggling ON the "Invert Y" parameter.