Hi, I have an issue here I can’t explain.
I have two models with the same geometry and uv maps. They are sharing the same material but on the left one the material looks different than on the right.
The only difference between both machines is that left left one has a rig and animation, the right is static.
Also I’m unable to reproduce the same result by changing the material setting. My expected result is the material on the right machine.
Can someone explain or has an idea why this is happening? Suggestions are very welcome.
The only thing coming to my mind is in case you aren’t using a normal map and the model’s normals have been calculated differently.
That can produce a different end result even with the same material.
I would suggest to capture both separately using Spector JS https://chrome.google.com/webstore/detail/spectorjs/denbgaamihkadbghdceggmchnflmhpmk?hl=en
and then comparing those two specific render calls with different visuals … you can inspect what textures are used, what parameters and similar … I suspect something other than skinning is different, but not sure what.
You can also simplify material to basics, and then add a setting a time to see at which point they diverge perhaps.
Thank you both! I will try the Sepctor JS and see if I can find the difference.
I’m using a normal map for scratches on the metal but not for the black rubber. They look correct for me.
On the left the materials looks more reflective with more contrast.
I’ve never had this issue.
Is it part of the same scene rendering at the same time? It could be some global settings: gamma or ambient light or skydome cubemap or toneMapping / exposure, see here:
The models are rendered in the same scene at the same time. So, the setup is exactly the same.
I’ve found out that somehow the armatur causes this effect. By deleting the armatur and export as fbx everything looks like expected again. How can the armatur effect the material?
The parts with issues are influenced from at least two bones with different weights. Maybe it has something to do with that.
I’ve found the problem, but I don’t understand it.
Uncheck Vertex Groups in the armature modifier in Blender “solves” the problem, but without the binding the animation won’t work…
And as I said it only appears on objects that are influenced to more than one bone.
I’ve checked the model with the PlayCanvas Viewer.
Seems like the parts with the wrong looking material are not influenced by the light in the scene which causes the problem. No matter how I change the light in the scene, it won’t effect this parts.
What am I doing wrong here?
The normals are correct.
Nothing obvious other than normals comes to my mind. Perhaps try with different engines / viewers to see if they have the same problem - that would help us understand if the issue is with the engine or the model.
I’ve checked Unity, Sketchfab and Microsoft Paint 3D now.
Looks like expected in these engines/viewers.
Are you able to share the model? You could even create a simpler model if that is easier to share … keep one part that works and one that does not in it, perhaps with a single material?