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Participant
February 21, 2024

Hard edges when loading normal map into layer

  • February 21, 2024
  • 3 replies
  • 349 views

I am having an issue with hard edges when I have my normal map loaded into a layer. The exact same normal map (baked in SP) looks perfect when loaded in as a mesh map. But when loading it into the normal channel of a layer (with normal mixing changed to replace, and the blend mode set to normal), it displays with hard edges along UV seams.

I have triple checked everything is setup correctly regarding directX/openGL normal settings and the problem is still visible after exporting the normal map too.

3 replies

Participant
February 21, 2024

It does a similair thing with AO too, maybe there's some kind of descrpency in how it's handling padding or mip mapping between layers and mesh maps?

Participant
February 21, 2024

@Cyril Dellenbach 

First image is the normal map loaded in to the mesh map channel. Second image is the exact same normal map loaded into the normal channel of a fill layer (Normal mixing set to replace, normal blend mode set to normal)

 

Cyril Dellenbach
Community Manager
Community Manager
February 21, 2024

Hi @Jamie332597480lft,

 

I'm not sure to understand the issue properly, could you share a screenshot?

 

To be clear, a visible seam in your normal view isn't a problem as long as you don't see it in your material view. It is pretty common to have normal seams; this is due to the UV shells rotation. To make it simple, as the normals work in a tangent space, the purple (for example) will always comes from top to bottom (in DirectX format), regardless of the UV orientation. Therefore, if you paint something in between two UV shells, this may create a seam on the Normal map depending how the UVs are rotated.

 

 

In fact, these seams in the Normal map prevent seams on your Material.

 

 

But this is maybe not the issue you're facing. Let me know

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe