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Question by Sam Bauwens · Feb 23, 2015 at 02:39 PM · normalmap

Bumped specular shader looks completely wrong

Hi!

I have a problem with the bumped specular shader with a normal map on a ball. The lighting is completely wrong. I have searched the internet and found all kinds of lightmap problems and solutions but none matched my problem. I'm sure it's something dumb that I'm missing.

For reference I showed the specular version next to it.

alt text

As you can see, instead of seeing bumps as in the image on the right, it shows a weird thing.

normalmap-problem.png (442.5 kB)
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avatar image Sam Bauwens · Feb 23, 2015 at 04:09 PM 0
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Apparently it's somehow linked to my sphere model, When I use the unity sphere object it works.

avatar image siaran · Feb 23, 2015 at 06:26 PM 0
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Do you also get this kind of lighting problem with other models? I.e. a cube model from whatever program you got your sphere from vs. unity's cube object? $$anonymous$$y first thought is that there is something wrong with your sphere's UV mapping but that doesn't really explain the weird lighting.

avatar image Sam Bauwens · Feb 23, 2015 at 10:15 PM 0
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The fact that the uv is offset is just that I selected a normal map to show the problem

avatar image siaran · Feb 23, 2015 at 10:19 PM 1
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wait - on your imported model in unity, do you have Normals set to Import and Tangents to calculate? And do you have Split Tangents checked?

avatar image Sam Bauwens · Feb 23, 2015 at 10:30 PM 0
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Well I didn't have Tangents to calculate, I changed that and checked "Split Tangents" and now it works. Thanks! You can put your comment as an answer, I'll mark it as the answer.

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Answer by siaran · Feb 23, 2015 at 10:24 PM

How do you have these settings on your model?:

alt text

Make sure you calculate your tangents (I'm not 100% sure if splitting them is neccesary. Think so, but not sure).

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