Author Topic: Pixelated normal map and ambient oclusion  (Read 883 times)

Hey guys, i need some help. I'm relatively new to substance designer, be gentle.
So i was trying out somethings when i came to a problem i havent had before, look at the normal and ambient oclusion:

They are all pixelated, but the nodes before are not. The samples are in max. I've seen somewhere in this forum to change nodes to 16bit, I already did that and changed nothing. I don't understand why this is happening. Any help?
Thanks in advance

The warp node has a tendency to create noise, depending on it's inputs.
Noise in your heightmap becomes much more visible in the normal and ao.
The vector warp and vector morph are good alternatives with cleaner results.