Regression: baking multi texture targets on single object is broken (adjacent faces option, Extend is fine) #109057

Closed
opened 2023-06-16 17:26:42 +02:00 by Ian Pretorius · 3 comments

System Information
Operating system: Windows 11 Pro , 22H2 , 22621.1848
Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23

Blender Version
Broken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: e1ccd9d4a1d3
Worked: version 3.0.1
Short description of error
baking error , when baking an object with 3 materials and two different bake target textures , strange artifacts from the one bake target texture are created in the other bake target texture

Exact steps for others to reproduce the error

blend file has two objects , named : "obj_1" and "obj_2"
blend file has 3 materials , named : "mat_1" , "mat_2" , "mat_3"

obj_1 only has one material slot , using mat_1
obj_2 has 3 materials slots using all three

both objects have two uv slots. The second is named "bake" and is selected.

the blend file has two generated textures, named : "bake_target_raw1" and "bake_target_raw2"

mat_1 has a bake target tex node and its image name link is set to bake_target_raw1

both mat_2 and mat_3 have tex nodes and they point to bake_target_raw2

So the scene is set up and ready for baking , clear image , is set to false and samples are very low for quick testing.

Select obj_1 and bake. You will see the result in the uv/image editor window , currently displaying bake_target_raw1.

Now for the bug ,

Select obj_2 and bake. Remember this object has three materials and two bake targets , so its bakes to bake_target_raw1 and to bake_target_raw2. Once baking is complete , You will see the result in the uv/image editor window , currently displaying bake_target_raw2.

Change the uv/image editor window to display bake_target_raw1 again. You will notice that while it did create pixels in both images , there are artifacts from bake_target_raw2 that have now also appeared in bake_target_raw1 that should not be there. Meaning mat_2 and mat_3 that use bake_target_raw2 somehow baked into bake_target_raw1 , used only by mat_1.

( the bottles geometry of obj_2 , that use mat_2 and mat_3 , have baked into bake_target_raw2 correctly , but then also in some strange manner changed pixels in bake_target_raw1 ,adding some and erasing some )

I tried both GPU and CPU bake , results are the same. I discovered this issue while using python to automate an asset production pipeline.

I tried it in blender 3.4.1 and it also has the same bug , slightly worse artifacts though

I tried it in blender 3.0.1 and it DOES NOT have this issue !! hope that helps

**System Information** Operating system: Windows 11 Pro , 22H2 , 22621.1848 Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23 **Blender Version** Broken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: `e1ccd9d4a1d3` Worked: version 3.0.1 **Short description of error** baking error , when baking an object with 3 materials and two different bake target textures , strange artifacts from the one bake target texture are created in the other bake target texture **Exact steps for others to reproduce the error** blend file has two objects , named : "obj_1" and "obj_2" blend file has 3 materials , named : "mat_1" , "mat_2" , "mat_3" obj_1 only has one material slot , using mat_1 obj_2 has 3 materials slots using all three both objects have two uv slots. The second is named "bake" and is selected. the blend file has two generated textures, named : "bake_target_raw1" and "bake_target_raw2" mat_1 has a bake target tex node and its image name link is set to bake_target_raw1 both mat_2 and mat_3 have tex nodes and they point to bake_target_raw2 So the scene is set up and ready for baking , clear image , is set to false and samples are very low for quick testing. Select obj_1 and bake. You will see the result in the uv/image editor window , currently displaying bake_target_raw1. Now for the bug , Select obj_2 and bake. Remember this object has three materials and two bake targets , so its bakes to bake_target_raw1 and to bake_target_raw2. Once baking is complete , You will see the result in the uv/image editor window , currently displaying bake_target_raw2. Change the uv/image editor window to display bake_target_raw1 again. You will notice that while it did create pixels in both images , there are artifacts from bake_target_raw2 that have now also appeared in bake_target_raw1 that should not be there. Meaning mat_2 and mat_3 that use bake_target_raw2 somehow baked into bake_target_raw1 , used only by mat_1. ( the bottles geometry of obj_2 , that use mat_2 and mat_3 , have baked into bake_target_raw2 correctly , but then also in some strange manner changed pixels in bake_target_raw1 ,adding some and erasing some ) I tried both GPU and CPU bake , results are the same. I discovered this issue while using python to automate an asset production pipeline. I tried it in blender 3.4.1 and it also has the same bug , slightly worse artifacts though I tried it in blender 3.0.1 and it DOES NOT have this issue !! hope that helps
Ian Pretorius added the
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labels 2023-06-16 17:26:43 +02:00
Member

This changed in 449db0a

The old method is still there, you can use
image

@shaderbytes : does this work for you?
@Baardaap : already asking: would you consider this expected behavior?

This changed in 449db0a The old method is still there, you can use ![image](/attachments/0983f969-ca52-468f-9273-467518536ea9) @shaderbytes : does this work for you? @Baardaap : already asking: would you consider this expected behavior?
Philipp Oeser added
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and removed
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labels 2023-06-20 14:39:51 +02:00

No, I'd consider this a bug.

I'll try to look into it.

No, I'd consider this a bug. I'll try to look into it.
Author

Thanks @lichtwerk

If I change the Margin Type to Extend it does bake correctly. That is helpful for me to continue working so many thanks for your input.

@Baardaap yes this cannot be expected behaviour regardless of margin type so best wishes in getting it fixed.

Thanks @lichtwerk If I change the Margin Type to Extend it does bake correctly. That is helpful for me to continue working so many thanks for your input. @Baardaap yes this cannot be expected behaviour regardless of margin type so best wishes in getting it fixed.
Philipp Oeser changed title from baking multi texture targets on single object is broken to baking multi texture targets on single object is broken (adjacent faces option, Extend is fine) 2023-06-20 16:33:43 +02:00
Philipp Oeser added
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labels 2023-06-20 16:34:04 +02:00
Philipp Oeser changed title from baking multi texture targets on single object is broken (adjacent faces option, Extend is fine) to Regression: baking multi texture targets on single object is broken (adjacent faces option, Extend is fine) 2023-06-20 16:34:53 +02:00
Martijn Versteegh self-assigned this 2023-06-20 21:47:44 +02:00
Blender Bot added
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labels 2023-07-05 14:20:40 +02:00
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Reference: blender/blender#109057
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