Thanks ReDave. I don’t think it’s the type of normal map that’s the problem (though I may still be proven wrong). I create all my normal maps in Blender 2.49 using the ‘tangent’ option (the other options being normal space, world, object, and camera). These Blender-generated normal maps seem to work fine in DAZ Studio. (I’m fairly certain that the red and/or green channels need to be inverted and/or swapped over - something I haven’t done - but I’m 99% certain that has nothing to do with what I’m seeing here).
I’ve been trying all sorts of things, and I have to admit I’m at a total loss now. The problems come down to this:
- A single normal map in a 4-brick network works fine: Normal Map -> XYZ Components -> Point -> Displacement).
- Adding a few maths* bricks in the middle and plugging a calculated value into the Z (blue) input of the Point brick doesn’t work. Even though the calculated value appears to be identical to the Z (blue) output from the XYZ Components brick!
I think it’s time to take this query over to the Developer Discussion forum…
*using simple trigonometry to work out the blue component:
B = SQRT( 1 - ((R*R)+(G*G))