Normal Map node gives strange artifacts #121166

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opened 2024-04-27 18:48:47 +02:00 by Marco · 7 comments
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Blender Version
Broken: 4.1.1

Short description of error
screenshot.webp
The "Normal Map" node gives strange artifacts (it should look uniform) in this setup.

Exact steps for others to reproduce the error

**Blender Version** Broken: 4.1.1 **Short description of error** ![screenshot.webp](/attachments/00fb98ec-3171-4eb6-8ca2-cff6853c3920) The "Normal Map" node gives strange artifacts (it should look uniform) in this setup. **Exact steps for others to reproduce the error** - Open [Test.blend](/attachments/dab5ca97-1a95-462f-9616-e6655d399bb6)
Marco added the
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labels 2024-04-27 18:48:47 +02:00

The report should be simplified more properly.
I am not familiar with "normal map" node enough to say if this is a bug or anything.
image
image

The report should be simplified more properly. I am not familiar with "normal map" node enough to say if this is a bug or anything. ![image](/attachments/70154380-4bb4-4afa-9100-be5aec22a355) ![image](/attachments/52d854e8-1781-4b0e-ba89-97435673ab93)
464 KiB
504 KiB

You're applying a tangent space normal map with no tangent space.
Normally the shader uses the active UV channel to compute one, but a curve doesn't have UV channels.
Typing the name of the attribute in the Normal Map node should intuitively do the trick, but currently doesn't. Not sure if oversight or todo.
(note: can't do that on a mesh either - face corner attributes can't be selected on Normal Map node)

Alternatively, it's possible to switch normal map to world space mode, and compute tangents/bitangents manually, but that's quite a bit more involved.

Edit: actually, the fix is simple: change Store Named Attribute from "Vector" to "2D Vector", then it will be recognized as a UV Map properly

~~You're applying a tangent space normal map with no tangent space.~~ ~~Normally the shader uses the active UV channel to compute one, but a curve doesn't have UV channels.~~ ~~Typing the name of the attribute in the Normal Map node should intuitively do the trick, but currently doesn't. Not sure if oversight or todo.~~ ~~(note: can't do that on a mesh either - face corner attributes can't be selected on Normal Map node)~~ ~~Alternatively, it's possible to switch normal map to world space mode, and compute tangents/bitangents manually, but that's quite a bit more involved.~~ Edit: actually, the fix is simple: change Store Named Attribute from "Vector" to "2D Vector", then it will be recognized as a UV Map properly

This seems weird to me. I wouldn't expect this to happen with the simplified case (not setting and using any attributes), but it does. But then when setting this attribute as 2D vector, but not using it anywhere it really makes UV mapping correct...

I guess I will confirm on this basis, but I also am not super knowledgeable in this area.

This seems weird to me. I wouldn't expect this to happen with the simplified case (not setting and using any attributes), but it does. But then when setting this attribute as 2D vector, but not using it anywhere it really makes UV mapping correct... I guess I will confirm on this basis, but I also am not super knowledgeable in this area.

I'll add that the example blend file has two more problems unrelated to the tangent space issue.

  • The webp image used for the normal map seems to have been saved from some preview in Linear color space(?), and now requires picking sRGB to work correctly. This isn't how it normally works.
  • The texture coordinates are rotated by 90 degrees in the shader. This breaks normal maps unless the vectors are then rotated back by the same angle (for the same tangent space to be applied).
I'll add that the example blend file has two more problems unrelated to the tangent space issue. - The webp image used for the normal map seems to have been saved from some preview in Linear color space(?), and now requires picking sRGB to work correctly. This isn't how it normally works. - The texture coordinates are rotated by 90 degrees in the shader. This breaks normal maps unless the vectors are then rotated back by the same angle (for the same tangent space to be applied).
Iliya Katushenock added
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EEVEE & Viewport
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Nodes & Physics
labels 2024-04-28 10:07:46 +02:00

Not sure if this is issue on geometry nodes side.

Not sure if this is issue on geometry nodes side.
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Member

Thank you everyone! Your solutions worked! There were multiple problems (the ones you described). Guess this can be closed now.

Thank you everyone! Your solutions worked! There were multiple problems (the ones you described). Guess this can be closed now.

Thanks for update, will close then.

Thanks for update, will close then.
Blender Bot added
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labels 2024-05-03 16:25:22 +02:00
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Reference: blender/blender#121166
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