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Question by fransinkatu · May 18, 2016 at 02:54 PM · texturebuttonimportsettingsnormalmap

Normal map strange shading lines.

Hi everyone, my problem is about the normal map, and I think is about the bit rate but I have looking in the quality options and textures (advanced) and I don't find something that could fix this. I'm working in susbstance and I have try to export the normal map in TGA and PNG. It looks perfect in substance viewport but when I go to Unity I can notice strange lines in the surface. Before this I had this same problem in substance too but I only should export 16bits textures. So that's why I think that Unity is converting the image to 8bits, but I don't know how to fix that. Or maybe is another thing? Thanks in advance.

https://my.mixtape.moe/akubfs.PNG https://my.mixtape.moe/fqcecb.PNG

Btw: I heard that targa is more used and better than PNG, What benefits targa have over png?

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avatar image FortisVenaliter · May 18, 2016 at 03:35 PM 0
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That definitely looks like an issue with the normal map itself. It might be due to a 16 to 8 bit conversion (modern graphics cards generally can't handle multi-channel textures with a bitrate higher than 8, so that is what Unity uses). But more likely, it's simply a result of the algorithm you're using to generate the normal maps. Those lines are formed from specular reflection on texture artifacts, similar to the concept of banding.

avatar image fransinkatu · May 18, 2016 at 04:33 PM 0
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Yeah, that was I'm thinking too... Unity does a conversion 16 to 8 bits, the thing is how to configure that? (or at least know if this is impossible)

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