Alex-R-Heskett
  • Joined on 2023-02-25
Alex-R-Heskett closed issue blender/blender#127091 2024-09-03 06:47:59 +02:00
Combine Color / Set Alpha Nodes Incorrectly Handling Alpha Channel
Alex-R-Heskett opened issue blender/blender#127091 2024-09-03 03:35:01 +02:00
Combine Color / Set Alpha Nodes Incorrectly Handling Alpha Channel
Alex-R-Heskett commented on issue blender/blender#114241 2023-10-30 16:20:38 +01:00
Point/Spot Lights have Harsh Edges in Blender 4.0 (constant inside their radius)

When I consider it more, it does seem like a lot of the cases where a point light is used like this could be achieved pretty equally with other light sources. It really just makes it slightly more…

Alex-R-Heskett commented on issue blender/blender#114241 2023-10-30 16:03:48 +01:00
Point/Spot Lights have Harsh Edges in Blender 4.0 (constant inside their radius)

Could you explain why there is a need for the light to have such a big radius in your scenes? (just trying to understand why it has been set up like this, since it does not really seem to be…

Alex-R-Heskett commented on issue blender/blender#112188 2023-09-09 22:30:26 +02:00
Reflection plane significantly reduces intensity of normal maps on affected surfaces

Further clarification: it appears that scaling the normal map intensity by approximately 4 negates the decrease from the reflection plane.

Alex-R-Heskett opened issue blender/blender#112188 2023-09-09 22:11:49 +02:00
Reflection plane significantly reduces intensity of normal maps on affected surfaces
Alex-R-Heskett commented on pull request blender/blender#109763 2023-07-07 07:26:26 +02:00
Fix #109679: Normal map strength is applied incorrectly

This seems to assume the normal being mixed is in tangent space, but I think it's in world space here? So it would work for a plane pointing along the Z axis, but not other shapes.

I noticed…

Alex-R-Heskett commented on issue blender/blender#109679 2023-07-06 03:18:04 +02:00
Incorrect results with normal map node when strength is not set to 1

Just to verify, does this work on all geometry, not just a z facing plane?

Alex-R-Heskett commented on issue blender/blender#109679 2023-07-06 03:14:07 +02:00
Incorrect results with normal map node when strength is not set to 1

Looks perfect! Thanks for the quick response!

Alex-R-Heskett commented on issue blender/blender#109679 2023-07-04 22:35:06 +02:00
Incorrect results with normal map node when strength is not set to 1

Thanks for the extra info! I assumed as much, ie the issues being caused by the strength input simply linearly interpolating instead of applying the correct math. Shouldn't require much of a…

Alex-R-Heskett commented on issue blender/blender#109679 2023-07-04 21:14:58 +02:00
Incorrect results with normal map node when strength is not set to 1

When comparing the normal map node with actual displaced geometry, it is clear that my implementation is the correct of the two. Left: custom nodegroup, middle: displaced geometry, right: normal…

Alex-R-Heskett commented on issue blender/blender#109679 2023-07-04 07:15:28 +02:00
Incorrect results with normal map node when strength is not set to 1

This would be a more accurate comparison: (left = current implementation, right = my implementation)

Alex-R-Heskett commented on issue blender/blender#109679 2023-07-04 07:08:30 +02:00
Incorrect results with normal map node when strength is not set to 1

I'm not sure what further information is needed about the issue though, I feel that it still needs triage.

Alex-R-Heskett commented on issue blender/blender#109679 2023-07-04 06:26:40 +02:00
Incorrect results with normal map node when strength is not set to 1

I'm not totally sure what you mean, your diagram doesn't really reflect what my setup is doing. In fact, what you've labled as "current" is what my nodegroup is doing. The normal map node isn't…

Alex-R-Heskett opened issue blender/blender#109679 2023-07-04 04:10:25 +02:00
Incorrect results with normal map node when strength is not set to one
Alex-R-Heskett commented on issue blender/blender#95729 2023-03-26 20:34:26 +02:00
cycles normal shading issue with normalmaps and heightmaps

Like I said before, it was recently changed in cycles to only apply the clamping to glossy shading. So cycles doesn't have this issue with diffuse shading anymore.

Alex-R-Heskett commented on issue blender/blender#95729 2023-03-26 01:26:31 +01:00
cycles normal shading issue with normalmaps and heightmaps

I would heavily recommend checking out the blogpost I linked earlier.

Alex-R-Heskett commented on issue blender/blender#95729 2023-03-26 01:25:55 +01:00
cycles normal shading issue with normalmaps and heightmaps

The examples you have given are not from raytracing engines, and do not have raytraced reflections and illumination like cycles does. All examples I gave were, and the reasoning for why the issue…

Alex-R-Heskett commented on issue blender/blender#95729 2023-03-24 07:34:06 +01:00
cycles normal shading issue with normalmaps and heightmaps

Here is a handy diagram included in the blogpost linked previously, explains the issue pretty well. image

Alex-R-Heskett commented on issue blender/blender#95729 2023-03-24 07:32:16 +01:00
cycles normal shading issue with normalmaps and heightmaps

I'm not sure what you mean by "do not have self-reflection or grazing angles", all examples that have been given of glossy surfaces with the issue present are examples of normals being clamped at…