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Question by blagthen · Oct 21, 2014 at 01:52 PM · androidshadersflickeringspecularnormal map

Specular and normal map artefacts problem

Hi, I've been searching for days on internet but i can't find any solution for my problem. So here it is: First eveything seems ok in my computer, but all the problems comes when i built and run on my samsung tab2. I'm trying to archive a "leather" texture and of course to have the best results i want to use specular and normal bump. I tried all shaders with bumped specular (currently using the self-illumination bumped specular), but i have the same problem with all the shaders. As long as i only use normal map or specular everything seems fine, the problem seems to be when i use both [but i need to use both...] So here it is, in distance, i have some squares artefacts as shown in the image: alt text

And when i'm closer to the couch i'm getting some white flickering like this: alt text

I'm a newbie, but since i tried everything i could think about [increase AA, remove mipmaps, etc] but nothing worked. Also right now in the scene i have a directionnal light (also tried point light but didn't get any better...).

I tried to write all the specification in my post but if the is missing any elements don't hesitate to ask! I'm kind of desesperate right now...

Thanks!

artefact_loin.png (73.7 kB)
artefact_proche.png (506.0 kB)
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avatar image blagthen · Oct 23, 2014 at 03:17 PM 0
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no more idea about what could solve my problem? Is it because I am the only one running this problem or because no one have found a solution yet?

avatar image Kreshi · Apr 13, 2016 at 04:26 PM 0
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I am having the same problem on mobile devices :(

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Answer by bobin115 · Oct 21, 2014 at 02:00 PM

with Specular the flashing is the shininess there is a little slider that you can use to turn it down, or darken the normal map texture,both work.

alt text


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avatar image blagthen · Oct 21, 2014 at 02:07 PM 0
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yes i tried this too, even if i darken it i get the problem. It's less apparent when i lower the shininess, but for my material i need somethin more "condensed", not an overall spec :/

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Answer by ScareCrow95 · Apr 13, 2016 at 04:46 PM

try reducing the intensity of the normal map , that helped in my case , you will get less of the artifacts

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Answer by Kreshi · Apr 13, 2016 at 06:26 PM

OK, i found the solution to this problem. For whichever reason, the normals returned by UnpackNormal will return normalized normals on Standalone, but not normalized normals on Mobile. So normalizing the normals in your shader right after unpacking them will do the trick.

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avatar image ebanimations · Dec 16, 2016 at 12:14 PM 0
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@$$anonymous$$reshi

Do you have an example of how your normalizing the normals in your shader?

I'm doing this: o.Normal = normalize(normal);

in my shader but its having no affect?

avatar image Kreshi · Dec 25, 2016 at 09:51 AM 0
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ebanimations

yes, just like that. But maybe there is something else wrong in your shader or normalmap?

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