Only search projects.blender.org
Log In
New Account
Home
My Page
Projects
Blender 2.x BF release
Summary
Activity
Tracker
SCM
Files
Blender 2.6 Bug Tracker: Browse
[#25103] Weird artefacts in Normal
Date:
2010-12-08 20:53
Priority:
3
State:
Closed
Submitted by:
Moolah Nasreddin (
moolah
)
Assigned to:
Brecht Van Lommel (blendix)
Category:
Rendering
Status:
Fixed / Closed
Relates to:
Duplicates:
Patches:
Summary:
Weird artefacts in Normal
Detailed description
win32, r33530
Some strange artefacts occurs in Normal rendering
Followup
Message
Date
: 2010-12-08 23:04
Sender
:
Eugene Sanderson
This seem only to occur when u have anti-aliasing on
Date
: 2010-12-09 00:59
Sender
:
Moolah Nasreddin
Yeah, and it's strange that it depends only on Anti-aliasing checked. I tried many settings with AA filters - no difference.
I found a possible clue - try to change the filter size in Image Sampling. Also this filter isn't working when AA is off.
Date
: 2010-12-09 11:40
Sender
:
Ton Roosendaal
I'll ask Brecht to check on this.
However, there are many normal-rendering issues in this tracker. I'm losing a bit track of what the actual problem is here.
It would really help if you don't attach final projects, but try to create the simplest case that shows an error.
Date
: 2010-12-09 15:14
Sender
:
Moolah Nasreddin
Now I did a test texture (white circle filled with a smooth gradient, without edges) and tried to apply it to this object also to a simple plane. Everything looks great when we don't use alpha. When use - it gives that oddness. I tried even 2000x2000 resolution and it's almost no matter.
Sorry, I tried to add another attachement yesterday but for some reason it's not working... So I described everything by words
Another detail - semi-transparent circle (the same) with "Use Alpha" and NO "Premultiply" checked gives the worst results.
"Use Alpha" and "Premultiply" checked - gives "better" results but the circle is still looks not like a nice pit. Edges are extremely "pressed" into.
The best results gives just black->white gradients without alpha usage. This possibly means that AA filter (or other?) interferres with alpha values and calculate normals to use in Geometry Normal wrong.
BTW - some strange artefacts occurs in that model of mine on places that were moved away from the texture in UV coords. This must not be happening at all because Image Mapping was set to Clip.
Then I made UV from view to the whole mesh... and I got that using Alpha with semi-trasparent texture gives very harsh edges and "moves" dark areas of a "bump" effect too far.
It's possible that these strange artefacts were produced because the first UV was made in this way:
1. Entered Edit Mode
2. Selected a place for my texture
3. Switched to UV
4. Unwrap View
5. Stretched main faces in UV to fit the texture
6. Ctrl-I in 3dView - invert select
7. Moved other faces in UV off the texture zone
Those UV faces were overlayed many times. Maybe that was a reason. But it looks like a bug anyway.
Date
: 2010-12-10 14:32
Sender
:
Campbell Barton
Could this be a duplicate of 24591 ?, also normals with procedural textures and effected by anti-aliasing.
Date
: 2011-01-07 15:47
Sender
:
Brecht Van Lommel
Fixed in revision #34155: improved bump mapping patch by M.G. Kishalmi (lmg) and M.S. Mikkelsen (sparky).
Attached Files:
Name
Date
Download
weird_bump_artefacts_repeated.png
2010-12-08 20:53
Download
weird_bump_artefacts.png
2010-12-08 20:53
Download
Weird_Bump.blend
2010-12-08 20:53
Download
Changes:
Field
Old Value
Date
By
status_id
Open
2011-01-07 15:47
blendix
close_date
None
2011-01-07 15:47
blendix
Status
Investigate
2011-01-07 15:47
blendix
assigned_to
none
2010-12-09 11:40
ton
Status
New
2010-12-09 11:40
ton
File Added
14026: Weird_Bump.blend
2010-12-08 20:53
moolah
File Added
14027: weird_bump_artefacts.png
2010-12-08 20:53
moolah
File Added
14028: weird_bump_artefacts_repeated.png
2010-12-08 20:53
moolah