Alembic import with animated normals causes incorrect shading #100164

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opened 2022-08-03 11:00:52 +02:00 by Steffen Dünner · 9 comments

System Information
Operating system: Linux-5.15.0-43-generic-x86_64-with-glibc2.31 64 Bits
Graphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01

Blender Version
Broken: version: 3.4.0 Alpha, branch: master, commit date: 2022-08-03 07:31, hash: d269fb1d72
Worked: (newest version of Blender that worked as expected)

Short description of error
I noticed that the shading of a simulation imported as an Alembic from Houdini shows incorrect vertex (or face varying) normals:

Normals_Blender_Alembic.png

The same frame of the animation transferred with OBJ looks correct:

Normals_Blender_OBJ.png

I re-imported the Alembic in Houdini and also in Fusion 9 (these were the only two apps with Alembic support I have access to here). Both look and render correct, too:

Houdini
Normals_Houdini.png

Fusion
Normals_Fusion.png

The normals themselves aren't even animated but according to abcinfo they are marked as "animated":

/home/steffen/Downloads/explosion_small.abc, version: 10803 (2 timings)
   TimeSample[0]      1 samples:  t0=0 (frame 0.0 @ 24fps)
   TimeSample[1]      2 samples:  t0=1.36 (frame 32.6 @ 24fps)

Objects:
/alembic1 (Xform)
    Constant-Identity
/alembic1/alembic1 (PolyMesh)
  Attribute Animation t0=1.36 (frame 32.6 @ 24fps)
    box fpreal64 .selfBounds[6] (animated[2]) t0=1.36 (frame 32.6 @ 24fps)
    int32 .face-counts
    int32 .face-indices
    point float32 P[3] (animated[2]) t0=1.36 (frame 32.6 @ 24fps)
    FaceVarying float32 N[3] (animated[2]) t0=1.36 (frame 32.6 @ 24fps)
    vector float32 v[3] (animated[2]) t0=1.36 (frame 32.6 @ 24fps)
/alembic1/alembic1/glass_radialinside (FaceSet)
/alembic1/alembic1/glass_concentricoutside (FaceSet)
/alembic1/alembic1/glass_radialoutside (FaceSet)
/alembic1/alembic1/glass_chips (FaceSet)
/alembic1/alembic1/glass_chippinginside (FaceSet)
/alembic1/alembic1/outside (FaceSet)
/alembic1/alembic1/glass_concentricinside (FaceSet)
/alembic1/alembic1/inside (FaceSet)
/alembic1/alembic1/glass_chippingoutside (FaceSet)

11 Objects displayed

Exact steps for others to reproduce the error

**System Information** Operating system: Linux-5.15.0-43-generic-x86_64-with-glibc2.31 64 Bits Graphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01 **Blender Version** Broken: version: 3.4.0 Alpha, branch: master, commit date: 2022-08-03 07:31, hash: `d269fb1d72` Worked: (newest version of Blender that worked as expected) **Short description of error** I noticed that the shading of a simulation imported as an Alembic from Houdini shows incorrect vertex (or face varying) normals: ![Normals_Blender_Alembic.png](https://archive.blender.org/developer/F13333390/Normals_Blender_Alembic.png) The same frame of the animation transferred with OBJ looks correct: ![Normals_Blender_OBJ.png](https://archive.blender.org/developer/F13333393/Normals_Blender_OBJ.png) I re-imported the Alembic in Houdini and also in Fusion 9 (these were the only two apps with Alembic support I have access to here). Both look and render correct, too: Houdini ![Normals_Houdini.png](https://archive.blender.org/developer/F13333400/Normals_Houdini.png) Fusion ![Normals_Fusion.png](https://archive.blender.org/developer/F13333402/Normals_Fusion.png) The normals themselves aren't even animated but according to abcinfo they are marked as "animated": ``` /home/steffen/Downloads/explosion_small.abc, version: 10803 (2 timings) TimeSample[0] 1 samples: t0=0 (frame 0.0 @ 24fps) TimeSample[1] 2 samples: t0=1.36 (frame 32.6 @ 24fps) Objects: /alembic1 (Xform) Constant-Identity /alembic1/alembic1 (PolyMesh) Attribute Animation t0=1.36 (frame 32.6 @ 24fps) box fpreal64 .selfBounds[6] (animated[2]) t0=1.36 (frame 32.6 @ 24fps) int32 .face-counts int32 .face-indices point float32 P[3] (animated[2]) t0=1.36 (frame 32.6 @ 24fps) FaceVarying float32 N[3] (animated[2]) t0=1.36 (frame 32.6 @ 24fps) vector float32 v[3] (animated[2]) t0=1.36 (frame 32.6 @ 24fps) /alembic1/alembic1/glass_radialinside (FaceSet) /alembic1/alembic1/glass_concentricoutside (FaceSet) /alembic1/alembic1/glass_radialoutside (FaceSet) /alembic1/alembic1/glass_chips (FaceSet) /alembic1/alembic1/glass_chippinginside (FaceSet) /alembic1/alembic1/outside (FaceSet) /alembic1/alembic1/glass_concentricinside (FaceSet) /alembic1/alembic1/inside (FaceSet) /alembic1/alembic1/glass_chippingoutside (FaceSet) 11 Objects displayed ``` **Exact steps for others to reproduce the error** - Import the attached Alembic (boiled down to only two frames to keep the data size small) [explosion_small.abc](https://archive.blender.org/developer/F13333404/explosion_small.abc) - Look at the shading - Now import the OBJ coming from the same simulation [explosion_frame_34.obj](https://archive.blender.org/developer/F13333408/explosion_frame_34.obj)

Added subscriber: @SteffenD

Added subscriber: @SteffenD
Steffen Dünner changed title from Alembic Import with Animated Normals fails to Alembic import with animated normals causes incorrect shading 2022-08-03 11:01:36 +02:00

Just gave animated UVs and normals a try by animating the UVs and normals of a simple grid in Blender, exporting it to Alembic and re-importing it. They both work.
Abcinfo for the animated normals looks very similar to the one coming from Houdini. I wonder why only the one coming from Blender has proper animated normals:

/home/steffen/Downloads/Animated_Normals_v01.abc, version: 10803 (2 timings)
   TimeSample[0]      1 samples:  t0=0 (frame 0.0 @ 24fps)
   TimeSample[1]    250 samples:  t0=0.04 (frame 1.0 @ 24fps)

Objects:
/Grid (Xform)
    Constant-Identity
/Grid/Grid (PolyMesh)
    box fpreal64 .selfBounds[6]
    int32 .face-counts
    int32 .face-indices
    point float32 P[3]
    FaceVarying float32 N[3] (animated[250]) t0=0.04 (frame 1.0 @ 24fps)
    FaceVarying float32 uv[2]
     uint8 meshtype

2 Objects displayed

Or am I barking up the wrong tree?
Animated_Normals_v01.abc

Just gave animated UVs and normals a try by animating the UVs and normals of a simple grid in Blender, exporting it to Alembic and re-importing it. They both work. Abcinfo for the animated normals looks very similar to the one coming from Houdini. I wonder why only the one coming from Blender has proper animated normals: ``` /home/steffen/Downloads/Animated_Normals_v01.abc, version: 10803 (2 timings) TimeSample[0] 1 samples: t0=0 (frame 0.0 @ 24fps) TimeSample[1] 250 samples: t0=0.04 (frame 1.0 @ 24fps) Objects: /Grid (Xform) Constant-Identity /Grid/Grid (PolyMesh) box fpreal64 .selfBounds[6] int32 .face-counts int32 .face-indices point float32 P[3] FaceVarying float32 N[3] (animated[250]) t0=0.04 (frame 1.0 @ 24fps) FaceVarying float32 uv[2] uint8 meshtype 2 Objects displayed ``` Or am I barking up the wrong tree? [Animated_Normals_v01.abc](https://archive.blender.org/developer/F13333450/Animated_Normals_v01.abc)
Member

Added subscriber: @OmarEmaraDev

Added subscriber: @OmarEmaraDev
Member

I hit an asset when going to edit mode in a debug build, maybe that is related, investigating the normals issue.

* thread #1, name = 'blender', stop reason = signal SIGABRT
  * frame #0: 0x00007ffff7c8e36c libc.so.6`___lldb_unnamed_symbol3484 + 284
    frame #1: 0x00007ffff7c3e838 libc.so.6`raise + 24
    frame #2: 0x00007ffff7c28535 libc.so.6`abort + 207
    frame #3: 0x0000000000c3b8d0 blender`bmesh_elem_check(element=0x00007fffc4d93488, htype='\b') at bmesh_core.c:697:3
    frame #4: 0x0000000000c3c319 blender`BM_face_create(bm=0x00007fffd2f2f108, verts=0x00007fffffffd148, edges=0x00007fffffffd038, len=13, f_example=0x0000000000000000, create_flag=BM_CREATE_SKIP_CD) at bmesh_core.c:459:3
    frame #5: 0x0000000000ca1d55 blender`bm_face_create_from_mpoly(bm=0x00007fffd2f2f108, loops=Span<MLoop> @ 0x00007fffffffd018, vtable=Span<BMVert *> @ 0x00007fffffffd008, etable=Span<BMEdge *> @ 0x00007fffffffd260) at bmesh_mesh_convert.cc:201:10
    frame #6: 0x0000000000ca1345 blender`::BM_mesh_bm_from_me(bm=0x00007fffd2f2f108, me=0x00007fffc5225008, params=0x00007fffffffd8a0) at bmesh_mesh_convert.cc:439:17
    frame #7: 0x000000000070f7d7 blender`::BKE_mesh_to_bmesh_ex(me=0x00007fffc5225008, create_params=0x00007fffffffd920, convert_params=0x00007fffffffd8a0) at mesh.cc:1141:3
    frame #8: 0x000000000070f87a blender`::BKE_mesh_to_bmesh(me=0x00007fffc5225008, ob=0x00007fffc523a008, add_key_index=false, params=0x00007fffffffd920) at mesh.cc:1157:10
    frame #9: 0x0000000001dab307 blender`EDBM_mesh_make(ob=0x00007fffc523a008, select_mode=1, add_key_index=false) at editmesh_utils.c:274:8
    frame #10: 0x0000000001ded540 blender`ED_object_editmode_enter_ex(bmain=0x00007fffeb74b108, scene=0x00007fffeb87a008, ob=0x00007fffc523a008, flag=0) at object_edit.c:759:5
    frame #11: 0x0000000001dedae1 blender`editmode_toggle_exec(C=0x00007ffff3f81388, op=0x00007fffc6ee5dc8) at object_edit.c:856:5
    frame #12: 0x0000000000a37fe9 blender`wm_operator_invoke(C=0x00007ffff3f81388, ot=0x00007ffff4454f28, event=0x0000000000000000, properties=0x0000000000000000, reports=0x0000000000000000, poll_only=false, use_last_properties=true) at wm_event_system.cc:1401:16
    frame #13: 0x0000000000a2dc12 blender`wm_operator_call_internal(C=0x00007ffff3f81388, ot=0x00007ffff4454f28, properties=0x0000000000000000, reports=0x0000000000000000, context=WM_OP_EXEC_REGION_WIN, poll_only=false, event=0x0000000000000000) at wm_event_system.cc:1594:18
    frame #14: 0x0000000000a2e63a blender`::WM_operator_name_call_ptr(C=0x00007ffff3f81388, ot=0x00007ffff4454f28, context=WM_OP_EXEC_REGION_WIN, properties=0x0000000000000000, event=0x0000000000000000) at wm_event_system.cc:1642:10
    frame #15: 0x0000000001dfd6ac blender`ED_object_mode_set_ex(C=0x00007ffff3f81388, mode=OB_MODE_EDIT, use_undo=true, reports=0x00007fffca572318) at object_modes.c:217:3
    frame #16: 0x0000000001defee9 blender`object_mode_set_exec(C=0x00007ffff3f81388, op=0x00007fffcb6b4e48) at object_edit.c:1721:13
    frame #17: 0x0000000000a37fe9 blender`wm_operator_invoke(C=0x00007ffff3f81388, ot=0x00007ffff4454ba8, event=0x00007fffd2daf308, properties=0x00007fffd2cec468, reports=0x0000000000000000, poll_only=false, use_last_properties=true) at wm_event_system.cc:1401:16
    frame #18: 0x0000000000a3ad96 blender`wm_handler_operator_call(C=0x00007ffff3f81388, handlers=0x00007fffeb820900, handler_base=0x00007fffeae572a8, event=0x00007fffd2daf308, properties=0x00007fffd2cec468, kmi_idname="OBJECT_OT_mode_set") at wm_event_system.cc:2423:16
    frame #19: 0x0000000000a397b7 blender`wm_handlers_do_keymap_with_keymap_handler(C=0x00007ffff3f81388, event=0x00007fffd2daf308, handlers=0x00007fffeb820900, handler=0x00007fffeae572a8, keymap=0x00007fffd2c19288, do_debug_handler=false) at wm_event_system.cc:2815:21
    frame #20: 0x0000000000a38e4c blender`wm_handlers_do_intern(C=0x00007ffff3f81388, win=0x00007fffeb819b88, event=0x00007fffd2daf308, handlers=0x00007fffeb820900) at wm_event_system.cc:3141:26
    frame #21: 0x0000000000a30f0f blender`wm_handlers_do(C=0x00007ffff3f81388, event=0x00007fffd2daf308, handlers=0x00007fffeb820900) at wm_event_system.cc:3281:16
    frame #22: 0x0000000000a3b9de blender`wm_event_do_region_handlers(C=0x00007ffff3f81388, event=0x00007fffd2daf308, region=0x00007fffeb8207c8) at wm_event_system.cc:3700:10
    frame #23: 0x0000000000a32011 blender`wm_event_do_handlers_area_regions(C=0x00007ffff3f81388, event=0x00007fffd2daf308, area=0x00007fffeb811288) at wm_event_system.cc:3730:10
    frame #24: 0x0000000000a302b1 blender`::wm_event_do_handlers(C=0x00007ffff3f81388) at wm_event_system.cc:3926:23
    frame #25: 0x0000000000a22477 blender`WM_main(C=0x00007ffff3f81388) at wm.c:631:5
    frame #26: 0x0000000000230fe9 blender`main(argc=1, argv=0x00007fffffffe9e8) at creator.c:546:5
    frame #27: 0x00007ffff7c29290 libc.so.6`___lldb_unnamed_symbol3123 + 128
    frame #28: 0x00007ffff7c2934a libc.so.6`__libc_start_main + 138
    frame #29: 0x0000000000230ba5 blender`_start at start.S:115
I hit an asset when going to edit mode in a debug build, maybe that is related, investigating the normals issue. ``` * thread #1, name = 'blender', stop reason = signal SIGABRT * frame #0: 0x00007ffff7c8e36c libc.so.6`___lldb_unnamed_symbol3484 + 284 frame #1: 0x00007ffff7c3e838 libc.so.6`raise + 24 frame #2: 0x00007ffff7c28535 libc.so.6`abort + 207 frame #3: 0x0000000000c3b8d0 blender`bmesh_elem_check(element=0x00007fffc4d93488, htype='\b') at bmesh_core.c:697:3 frame #4: 0x0000000000c3c319 blender`BM_face_create(bm=0x00007fffd2f2f108, verts=0x00007fffffffd148, edges=0x00007fffffffd038, len=13, f_example=0x0000000000000000, create_flag=BM_CREATE_SKIP_CD) at bmesh_core.c:459:3 frame #5: 0x0000000000ca1d55 blender`bm_face_create_from_mpoly(bm=0x00007fffd2f2f108, loops=Span<MLoop> @ 0x00007fffffffd018, vtable=Span<BMVert *> @ 0x00007fffffffd008, etable=Span<BMEdge *> @ 0x00007fffffffd260) at bmesh_mesh_convert.cc:201:10 frame #6: 0x0000000000ca1345 blender`::BM_mesh_bm_from_me(bm=0x00007fffd2f2f108, me=0x00007fffc5225008, params=0x00007fffffffd8a0) at bmesh_mesh_convert.cc:439:17 frame #7: 0x000000000070f7d7 blender`::BKE_mesh_to_bmesh_ex(me=0x00007fffc5225008, create_params=0x00007fffffffd920, convert_params=0x00007fffffffd8a0) at mesh.cc:1141:3 frame #8: 0x000000000070f87a blender`::BKE_mesh_to_bmesh(me=0x00007fffc5225008, ob=0x00007fffc523a008, add_key_index=false, params=0x00007fffffffd920) at mesh.cc:1157:10 frame #9: 0x0000000001dab307 blender`EDBM_mesh_make(ob=0x00007fffc523a008, select_mode=1, add_key_index=false) at editmesh_utils.c:274:8 frame #10: 0x0000000001ded540 blender`ED_object_editmode_enter_ex(bmain=0x00007fffeb74b108, scene=0x00007fffeb87a008, ob=0x00007fffc523a008, flag=0) at object_edit.c:759:5 frame #11: 0x0000000001dedae1 blender`editmode_toggle_exec(C=0x00007ffff3f81388, op=0x00007fffc6ee5dc8) at object_edit.c:856:5 frame #12: 0x0000000000a37fe9 blender`wm_operator_invoke(C=0x00007ffff3f81388, ot=0x00007ffff4454f28, event=0x0000000000000000, properties=0x0000000000000000, reports=0x0000000000000000, poll_only=false, use_last_properties=true) at wm_event_system.cc:1401:16 frame #13: 0x0000000000a2dc12 blender`wm_operator_call_internal(C=0x00007ffff3f81388, ot=0x00007ffff4454f28, properties=0x0000000000000000, reports=0x0000000000000000, context=WM_OP_EXEC_REGION_WIN, poll_only=false, event=0x0000000000000000) at wm_event_system.cc:1594:18 frame #14: 0x0000000000a2e63a blender`::WM_operator_name_call_ptr(C=0x00007ffff3f81388, ot=0x00007ffff4454f28, context=WM_OP_EXEC_REGION_WIN, properties=0x0000000000000000, event=0x0000000000000000) at wm_event_system.cc:1642:10 frame #15: 0x0000000001dfd6ac blender`ED_object_mode_set_ex(C=0x00007ffff3f81388, mode=OB_MODE_EDIT, use_undo=true, reports=0x00007fffca572318) at object_modes.c:217:3 frame #16: 0x0000000001defee9 blender`object_mode_set_exec(C=0x00007ffff3f81388, op=0x00007fffcb6b4e48) at object_edit.c:1721:13 frame #17: 0x0000000000a37fe9 blender`wm_operator_invoke(C=0x00007ffff3f81388, ot=0x00007ffff4454ba8, event=0x00007fffd2daf308, properties=0x00007fffd2cec468, reports=0x0000000000000000, poll_only=false, use_last_properties=true) at wm_event_system.cc:1401:16 frame #18: 0x0000000000a3ad96 blender`wm_handler_operator_call(C=0x00007ffff3f81388, handlers=0x00007fffeb820900, handler_base=0x00007fffeae572a8, event=0x00007fffd2daf308, properties=0x00007fffd2cec468, kmi_idname="OBJECT_OT_mode_set") at wm_event_system.cc:2423:16 frame #19: 0x0000000000a397b7 blender`wm_handlers_do_keymap_with_keymap_handler(C=0x00007ffff3f81388, event=0x00007fffd2daf308, handlers=0x00007fffeb820900, handler=0x00007fffeae572a8, keymap=0x00007fffd2c19288, do_debug_handler=false) at wm_event_system.cc:2815:21 frame #20: 0x0000000000a38e4c blender`wm_handlers_do_intern(C=0x00007ffff3f81388, win=0x00007fffeb819b88, event=0x00007fffd2daf308, handlers=0x00007fffeb820900) at wm_event_system.cc:3141:26 frame #21: 0x0000000000a30f0f blender`wm_handlers_do(C=0x00007ffff3f81388, event=0x00007fffd2daf308, handlers=0x00007fffeb820900) at wm_event_system.cc:3281:16 frame #22: 0x0000000000a3b9de blender`wm_event_do_region_handlers(C=0x00007ffff3f81388, event=0x00007fffd2daf308, region=0x00007fffeb8207c8) at wm_event_system.cc:3700:10 frame #23: 0x0000000000a32011 blender`wm_event_do_handlers_area_regions(C=0x00007ffff3f81388, event=0x00007fffd2daf308, area=0x00007fffeb811288) at wm_event_system.cc:3730:10 frame #24: 0x0000000000a302b1 blender`::wm_event_do_handlers(C=0x00007ffff3f81388) at wm_event_system.cc:3926:23 frame #25: 0x0000000000a22477 blender`WM_main(C=0x00007ffff3f81388) at wm.c:631:5 frame #26: 0x0000000000230fe9 blender`main(argc=1, argv=0x00007fffffffe9e8) at creator.c:546:5 frame #27: 0x00007ffff7c29290 libc.so.6`___lldb_unnamed_symbol3123 + 128 frame #28: 0x00007ffff7c2934a libc.so.6`__libc_start_main + 138 frame #29: 0x0000000000230ba5 blender`_start at start.S:115 ```
Member

It is interesting to note that the new OBJ importer suffered from the same issue in 3.2, but it works correctly in 3.4, so it must have fixed something.

Attached is a dump of the normals from the alembic and obj files attached above. There are differences between both.

obj_normals.txt

alembic_normals.txt

The following returns an array with 9776 elements.

numpy.argwhere(numpy.max(numpy.abs(numpy.loadtxt("alembic_normals.txt") - numpy.loadtxt("obj_normals.txt")), axis = 1) > 0.1)
It is interesting to note that the new OBJ importer suffered from the same issue in 3.2, but it works correctly in 3.4, so it must have fixed something. Attached is a dump of the normals from the alembic and obj files attached above. There are differences between both. [obj_normals.txt](https://archive.blender.org/developer/F13333750/obj_normals.txt) [alembic_normals.txt](https://archive.blender.org/developer/F13333749/alembic_normals.txt) The following returns an array with 9776 elements. ``` numpy.argwhere(numpy.max(numpy.abs(numpy.loadtxt("alembic_normals.txt") - numpy.loadtxt("obj_normals.txt")), axis = 1) > 0.1) ```
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

Looks like normals just need to be normalized.

diff --git a/source/blender/io/alembic/intern/abc_reader_mesh.cc b/source/blender/io/alembic/intern/abc_reader_mesh.cc
index bacc1f06599..74e0b0dd1ae 100644
--- a/source/blender/io/alembic/intern/abc_reader_mesh.cc
+++ b/source/blender/io/alembic/intern/abc_reader_mesh.cc
@@ -277,6 +277,7 @@ static void process_loop_normals(CDStreamConfig &config, const N3fArraySamplePtr
     for (int j = mpoly->totloop - 1; j >= 0; j--, abc_index++) {
       int blender_index = mpoly->loopstart + j;
       copy_zup_from_yup(lnors[blender_index], loop_normals[abc_index].getValue());
+      normalize_v3(lnors[blender_index]);
     }
   }

Above patch is just for testing, probably need to normalize other normal processors as well.

Looks like normals just need to be normalized. ``` diff --git a/source/blender/io/alembic/intern/abc_reader_mesh.cc b/source/blender/io/alembic/intern/abc_reader_mesh.cc index bacc1f06599..74e0b0dd1ae 100644 --- a/source/blender/io/alembic/intern/abc_reader_mesh.cc +++ b/source/blender/io/alembic/intern/abc_reader_mesh.cc @@ -277,6 +277,7 @@ static void process_loop_normals(CDStreamConfig &config, const N3fArraySamplePtr for (int j = mpoly->totloop - 1; j >= 0; j--, abc_index++) { int blender_index = mpoly->loopstart + j; copy_zup_from_yup(lnors[blender_index], loop_normals[abc_index].getValue()); + normalize_v3(lnors[blender_index]); } } ``` Above patch is just for testing, probably need to normalize other normal processors as well.

In #100164#1399261, @OmarEmaraDev wrote:
Looks like normals just need to be normalized.

Wow! Thanks for investigating the issue and finding the problem.
Because we don't have access to setting normals in Geometry Nodes yet, I went back to Houdini, imported the "explosion_small.abc", normalized the normals (pun intended ;) ) and re-exported an Alembic.
It displays and renders perfectly in Blender. I hope your fix finds a way into master soon.
Here's the normalized version of the Alembic:
explosion_small_normalized.abc

BTW the very same goes for USD import: The normals need to be normalized there as well. Here's the "explosion_small.abc" converted to USD which also shows the problem when imported in Blender:
explosion_small.usd

> In #100164#1399261, @OmarEmaraDev wrote: > Looks like normals just need to be normalized. Wow! Thanks for investigating the issue and finding the problem. Because we don't have access to setting normals in Geometry Nodes yet, I went back to Houdini, imported the "explosion_small.abc", normalized the normals (pun intended ;) ) and re-exported an Alembic. It displays and renders perfectly in Blender. I hope your fix finds a way into master soon. Here's the normalized version of the Alembic: [explosion_small_normalized.abc](https://archive.blender.org/developer/F13335764/explosion_small_normalized.abc) BTW the very same goes for USD import: The normals need to be normalized there as well. Here's the "explosion_small.abc" converted to USD which also shows the problem when imported in Blender: [explosion_small.usd](https://archive.blender.org/developer/F13335761/explosion_small.usd)

And another quick addition:
The Alembics and USDs with normalized normals render fine BUT as soon as I switch on motion blur another problem occurs which I reported a few days ago: https://developer.blender.org/T100134

Here's a rendering without MB:
MB_Off.png

and MB on:
MB_On.png

EDIT: Eevee renders motion blur and shading fine

And another quick addition: The Alembics and USDs with normalized normals render fine BUT as soon as I switch on motion blur another problem occurs which I reported a few days ago: https://developer.blender.org/T100134 Here's a rendering without MB: ![MB_Off.png](https://archive.blender.org/developer/F13335799/MB_Off.png) and MB on: ![MB_On.png](https://archive.blender.org/developer/F13335801/MB_On.png) EDIT: Eevee renders motion blur and shading fine
Bastien Montagne added this to the Pipeline, Assets & IO project 2023-02-09 15:39:30 +01:00
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