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Sempoo
Participant
July 12, 2025

height / normal discrepancy

  • July 12, 2025
  • 0 replies
  • 56 views

I have encountered a problem - when I have multiple different texel densities on UV islands, Painter incorrectly renders normals.


This is a test mesh in Blender - the rectangle has denser UV [2.5x to be exact]:

 

 

Here we have incorrect normals in Painter with a visible rectangle:

 

 

But when tessellation is on, height displacement is calculated and rendered correctly:

 

All mesh maps are baked.

It seems to me that the quantity of decreased normal is directly proportional to the ratio between the two texel densities.

This is a substantial problem since height in Painter is ubiquitous.