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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.