Normal map node worked is not correct #108334

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opened 2023-05-26 23:15:51 +02:00 by Vladimir · 14 comments

System Information
Operating system: win10 x64
Graphics card: gtx 1650

Blender Version
Broken: 3.5.0, 1be25cfff1, 2023-03-29
Broken: 2.93
Worked: 2.92

Caused by 1c22b551d0

Short description of error

I do not think that this is an error or a bug, rather it is not a refinement.
In some cases, the normal map node does not display them as you would like.

Exact steps for others to reproduce the error
I created a Hight poly model and bake it into a plane. Then I applied the resulting texture to the Low poly base mesh. It didn't display correctly there, only part of it smoothed out, but the other part showed sharp edges, very similar to the Fresnel effect

**System Information** Operating system: win10 x64 Graphics card: gtx 1650 **Blender Version** Broken: 3.5.0, 1be25cfff18b, 2023-03-29 Broken: 2.93 Worked: 2.92 Caused by 1c22b551d0 **Short description of error** I do not think that this is an error or a bug, rather it is not a refinement. In some cases, the normal map node does not display them as you would like. **Exact steps for others to reproduce the error** I created a Hight poly model and bake it into a plane. Then I applied the resulting texture to the Low poly base mesh. It didn't display correctly there, only part of it smoothed out, but the other part showed sharp edges, very similar to the Fresnel effect
796 KiB
Vladimir added the
Priority
Normal
Type
Report
Status
Needs Triage
labels 2023-05-26 23:15:52 +02:00
Author

In 2.83 Eevee and marmorset everything is fine, please return everything to the way it was before, or make it possible to control it somehow, it greatly limits the work with LP.

In 2.83 Eevee and marmorset everything is fine, please return everything to the way it was before, or make it possible to control it somehow, it greatly limits the work with LP.

Can you re-bake this in 3.5 version? I did it here and I got "blank" UV canvas which seems to work well.

Will have to check if that is expected behavior though.

Can you re-bake this in 3.5 version? I did it here and I got "blank" UV canvas which seems to work well. Will have to check if that is expected behavior though.
Richard Antalik added
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Needs Information from User
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Needs Triage
labels 2023-05-27 08:04:55 +02:00
Author

Can you re-bake this in 3.5 version? I did it here and I got "blank" UV canvas which seems to work well.

Will have to check if that is expected behavior though.

I don't really understand.
The problem is not the baking, but only the overlaying of the resulting texture, the only problem is how the normal map node works in the latest versions of blender. Normal map smooths only a small radius, and shows the original geometry, without taking into account the shade smooth very clearly visible sharp edges of the base mesh.In marmoset and in (Eevee) versions of blender to 2.83 is displayed all very well. And then something went wrong...

> Can you re-bake this in 3.5 version? I did it here and I got "blank" UV canvas which seems to work well. > > Will have to check if that is expected behavior though. I don't really understand. The problem is not the baking, but only the overlaying of the resulting texture, the only problem is how the normal map node works in the latest versions of blender. Normal map smooths only a small radius, and shows the original geometry, without taking into account the shade smooth very clearly visible sharp edges of the base mesh.In marmoset and in (Eevee) versions of blender to 2.83 is displayed all very well. And then something went wrong... ![](https://vk.com/video153509800_456239981)
Author

Can you re-bake this in 3.5 version? I did it here and I got "blank" UV canvas which seems to work well.

Will have to check if that is expected behavior though.

> Can you re-bake this in 3.5 version? I did it here and I got "blank" UV canvas which seems to work well. > > Will have to check if that is expected behavior though.

Thanks for update, I have read steps to reproduce again, and seeing

I created a Hight poly model and bake it into a plane. Then I applied the resulting texture to the Low poly base mesh.

I wouldn't think this is correct workflow, but I don't do much modeling. I have baked high-poly mesh directly into low-poly and got way different texture which seems to work well - see image.

In any case will ask somebody more experienced in this area, perhaps I am missing something.

Thanks for update, I have read steps to reproduce again, and seeing > I created a Hight poly model and bake it into a plane. Then I applied the resulting texture to the Low poly base mesh. I wouldn't think this is correct workflow, but I don't do much modeling. I have baked high-poly mesh directly into low-poly and got way different texture which seems to work well - see image. In any case will ask somebody more experienced in this area, perhaps I am missing something.

@VladimirNox Hey, just to be sure:

  1. Create a plane. Move your model to this plane.
  2. Bake normals form model on the plane.
  3. Apply normal map on model? and get incorrect result (original normals + baked normals) ??
    Or apply normal on plane? I get correct result in 4.0.
    Also, in 3.5/3.4 the same for me.
@VladimirNox Hey, just to be sure: 1. Create a plane. Move your model to this plane. 2. Bake normals form model on the plane. 3. Apply normal map on model? and get incorrect result (original normals + baked normals) ?? Or apply normal on plane? I get correct result in 4.0. Also, in 3.5/3.4 the same for me.
Author

I wouldn't think this is correct workflow, but I don't do much modeling. I have baked high-poly mesh directly into low-poly and got way different texture which seems to work well - see image.

Yes, but this does not fit all of the pipelines, then what about the hair cards? no one bakes from model to model there.

> I wouldn't think this is correct workflow, but I don't do much modeling. I have baked high-poly mesh directly into low-poly and got way different texture which seems to work well - see image. > Yes, but this does not fit all of the pipelines, then what about the hair cards? no one bakes from model to model there.
Author

@VladimirNox Hey, just to be sure:

  1. Create a plane. Move your model to this plane.
  2. Bake normals form model on the plane.
  3. Apply normal map on model? and get incorrect result (original normals + baked normals) ??
    Or apply normal on plane? I get correct result in 4.0.
    Also, in 3.5/3.4 the same for me.

The normal map has no physical data about past normals, it is a raster image that relies on color mixing. This is just a physical limitation of the node, which appeared in versions 2.84 + before version 2.83 eevee and cycles displayed normals differently, and in version 2.84 + all this was limited and averaged, for the same results in both engines, from which the node became very limited.
There is no way I can check, build 4.0 db43b27227 9 did not start.

> @VladimirNox Hey, just to be sure: > 1. Create a plane. Move your model to this plane. > 2. Bake normals form model on the plane. > 3. Apply normal map on model? and get incorrect result (original normals + baked normals) ?? > Or apply normal on plane? I get correct result in 4.0. > Also, in 3.5/3.4 the same for me. The normal map has no physical data about past normals, it is a raster image that relies on color mixing. This is just a physical limitation of the node, which appeared in versions 2.84 + before version 2.83 eevee and cycles displayed normals differently, and in version 2.84 + all this was limited and averaged, for the same results in both engines, from which the node became very limited. There is no way I can check, build 4.0 db43b272277 9 did not start.

Are you saying this is an accepted design and not a bug?
I just might not understand

Are you saying this is an accepted design and not a bug? _I just might not understand_
Author

Are you saying this is an accepted design and not a bug?
I just might not understand

Я говорю разработчики специально ограничили ноду, так как в разных движках был результат разный, сейчас же в рендер движках всё одинаково, но результат по прежнему плохой, это не баг и не какая то там недоработка, это специальное ограничение, которое мешает просто жить, с ним работа над Game ready моделями, становиться в разы сложнее, или даже не возможной такая штука как low poly Hair Cards уже становиться просто не доступна, так как не можешь оценить приемлемость модели,в Блендере она вся отображается поломанной, и он проявляет рёбра которые пеклись даже с HP на LP, раньше в eevee такого не было.

> Are you saying this is an accepted design and not a bug? > _I just might not understand_ Я говорю разработчики специально ограничили ноду, так как в разных движках был результат разный, сейчас же в рендер движках всё одинаково, но результат по прежнему плохой, это не баг и не какая то там недоработка, это специальное ограничение, которое мешает просто жить, с ним работа над Game ready моделями, становиться в разы сложнее, или даже не возможной такая штука как low poly Hair Cards уже становиться просто не доступна, так как не можешь оценить приемлемость модели,в Блендере она вся отображается поломанной, и он проявляет рёбра которые пеклись даже с HP на LP, раньше в eevee такого не было.

Thanks for the report, but the issue reported here is a request for modified/improved behavior and not a bug in current behavior. Closing as this bug tracker is only for bugs and errors.

For user requests and feedback, please use other channels: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests

For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug

Thanks for the report, but the issue reported here is a request for modified/improved behavior and not a bug in current behavior. Closing as this bug tracker is only for bugs and errors. For user requests and feedback, please use other channels: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug
Blender Bot added
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Archived
and removed
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Needs Information from User
labels 2023-05-30 07:42:35 +02:00
Author

Thanks for the report, but the issue reported here is a request for modified/improved behavior and not a bug in current behavior. Closing as this bug tracker is only for bugs and errors.

For user requests and feedback, please use other channels: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests

For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug

Well tell me, what do you call something that interferes and prevents you from continuing your work?
Incorrect display of normal maps, isn't that a problem?

This is ok?

> Thanks for the report, but the issue reported here is a request for modified/improved behavior and not a bug in current behavior. Closing as this bug tracker is only for bugs and errors. > > For user requests and feedback, please use other channels: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests > > For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug Well tell me, what do you call something that interferes and prevents you from continuing your work? Incorrect display of normal maps, isn't that a problem? This is ok?
Blender Bot added
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and removed
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labels 2023-05-31 14:59:38 +02:00
Member

Can confirm, this has a duplicate report already though, lets see if I can find it

Can confirm, this has a duplicate report already though, lets see if I can find it
Member

Caused by 1c22b551d0

Probably the same as #88368 and #88170

@fcem : mind giving us an update if this will ever get changed again?

Caused by 1c22b551d0 Probably the same as #88368 and #88170 @fcem : mind giving us an update if this will ever get changed again?
Philipp Oeser added
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Confirmed
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EEVEE & Viewport
and removed
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labels 2023-06-02 09:42:47 +02:00
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Reference: blender/blender#108334
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