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Troubleshoot textures on deforming surfaces
Maya materials and textures
Troubleshoot texture mapping
Troubleshoot Normal Mapping
The following section details
troubleshooting topics for normal mapping in the Transfer
Maps editor. For more information, see
Transfer Maps.
Map does not appear in the scene view
Cause
You enable the Transfer Maps editor’s Connect
maps to: New shader / Connect
maps to: Assigned shader option and
your video card does not support the High Quality Rendering shading
mode.
Normal mapping results are only visible in the
scene view when in High Quality Rendering 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 Object Space.
Solution
If your source and target objects overlap in
the scene view, set the Transfer In option
to World Space and then bake your
map again.
If your source and target objects do not overlap
in the scene view and the Transfer In Object Space 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 Transfer Maps editor’s Maya
Common Output settings, do the following:
- Increase
the map’s resolution. The Map Width and Map
Height values determine your map’s resolution.
- Increase
the map’s Sampling Quality.
- Increase
the map’s Filter Size.
- In
the UV Texture Editor, 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 Transfer Maps 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 Remove Map 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 Transfer Maps editor Maya
Common Output settings, do the following:
- Increase
the map’s resolution. The Map Width and Map
Height values determine your map’s resolution.
- Increase
the map’s Sampling Quality.
- Increase
the map’s Filter Size.
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 Search
Envelope.
Solution
In the Transfer Maps editor Output settings,
increase the Max search depth or change the Search
Method.
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 Transfer Maps editor’s Output settings,
reduce the Max Search Depth.
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 Search method may
not include all the source meshes’ surface detail or your Max
Search Depth may be too low to include all the layers
of the source geometry.
Solution
Increase the Search method and Max
Search Depth 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.