The following section details troubleshooting topics for normal mapping in the editor. For more information, see Transfer Maps.
Map does not appear in the scene view
Cause
You enable the editor’s : / : option and your video card does not support the shading mode.
Normal mapping results are only visible in the scene view when in shading mode.
Solution
Use mental ray rendering or a plug-in hardware shader to preview the normal map.
Details of normal map are missing or out of place
Cause
Your source surface has non-zero transformations and you transferred your normal map in .
Solution
If your source and target objects overlap in the scene view, set the option to and then bake your map again.
If your source and target objects do not overlap in the scene view and the option produces no result, then move your source and target objects so that they are on top of each other, freeze their transforms
(Modify > Freeze Transformations), move them back to their original positions, and then bake your map again.
Map is corrupted or regions of the map are missing
Cause
Your source or target object has overlapping UVs.
Solution
Ensure that your source and target objects have clean, non-overlapping UVs and make sure that their UVs lie within the 0 to
1 UV range.
Sections of my map are missing detail or is blurry
Cause
Your map resolution and sampling quality may be too low or the affected region of your map may not occupy enough UV space.
Solution
In the editor’s settings, do the following:
- Increase the map’s resolution. The and values determine your map’s resolution.
- Increase the map’s .
- Increase the map’s .
- In the , increase the UV mapping coverage for the affected regions of the map.
Transfer maps are saved to the wrong project
Cause
By default, when you select Lighting/Shading > Transfer Maps, the map is always saved to the project you are currently in.
This is true even if you set a new project. When you open the editor and click any of the map icons to create a transfer map, the map is still set to the previous project.
Solution
Click the button to remove the transfer map and click the map icon again to add the map to the scene. Now the map will be set to save
to the correct project folder.
Map appears pixelated or aliased
Cause
Your map resolution and sampling quality may be too low or the filter size may be too small.
Solution
In editor settings, do the following:
- Increase the map’s resolution. The and values determine your map’s resolution.
- Increase the map’s .
- Increase the map’s .
Sections of my map are missing
Cause
The regions of your map that are absent lie beyond the Max search depth or are excluded by the .
Solution
In the editor settings, increase the Max search depth or change the .
Source surface detail appears on the wrong side of my target surface
Cause
When the Max search depth for your map is too high, then surface detail from one side of the source object is projected to
the opposite or wrong side of the map.
Solution
In the editor’s settings, reduce the .
Maya runs out of memory when baking the map
Causes
- You do not have enough RAM.
- Maya has insufficient memory to complete the bake operation for your large models and maps.
Solutions
- Bake only one output at a time.
- Only load source and target meshes into your scene.
- For high resolution objects, display them in wireframe shading mode.
Map missing surface details when source has multiple layers
Cause
Your may not include all the source meshes’ surface detail or your may be too low to include all the layers of the source geometry.
Solution
Increase the and so that they include the missing detail.
Troubleshoot seam appears along UV borders when creating Transfer Maps
Cause
Not enough space between UV shells.
Solution
Ensure that there are at least a few pixels in between all UV shells, and between each UV shell and the edge of the texture.
This problem is most likely to occur when creating normal maps.
Troubleshoot distortion appears in normal map
Cause 1
The target surface is larger than the source surface.
Solution
Ensure that the target surface is smaller than (recommended) or the same size as the source surface.
Cause 2
Your geometry includes very long polygons.