Hi there,
i’m using nme to build some realistic metal surface. But when i apply the normal map the result seems to be inverted: parts suppused to be concave are convex and viceversa.
This is my nme: https://nme.babylonjs.com/#ZRFLH2#1
Where do i mistake?
Thanks ![:wink: :wink:](https://emoji.discourse-cdn.com/win10/wink.png?v=9)
I’m not sure the strength input of the PerturbNormal
block is supposed to go above 1… Try to use lower values and see if it helps.
HI @Evgeni_Popov,
i’ve changed that parameter with a value between 0 and 1. On the nme preview it seems to work, but when i use that material on a scene the result is different.
This is the new nme i’m using (with the texture i want to use in my project) https://nme.babylonjs.com/#ZRFLH2#6 and this is a PG using that material https://playground.babylonjs.com/#HP0Y7N#2. As you can see in the PG the texture seems like holes on the cube.
I think the difference in perception is because the uv coordinates are inverted on the box/plane in the PG when compared to the plane/cube in the NME. If you apply a -1 scale on Z in the PG, you will get the same mapping than in the NME preview and the output matches in this case:
https://playground.babylonjs.com/#HP0Y7N#6
Using cube.scaling.z = -1
seems better. But maybe as you said is strictly connected to our personal perception: the darkest cube faces still give to me the wrong illusion, while the the lightest one are more realistic. But telling the truth, these are the same feelings i get in nme.
Thank you ![:wink: :wink:](https://emoji.discourse-cdn.com/win10/wink.png?v=12)