bump map shadow bug #41930

Closed
opened 9 years ago by Inwader77 · 7 comments

System Information
windows7 64
ASUS ATI Radeon HD6870

Blender Version
Broken: (All)
Worked: (None)
Short description of error
from this #41929 use attached file{F111931}
to this scene add a cube, select one of this lamp and set ray shadow mode
shadow_bug.png
and now we have object with bump map, cube(which will cast a shadow),
and we must have 2 lamps in scene:
first - sun, randomly rotated, ray shadow mode
second - select first, shift+D and R,Z,180,set no shadow mode
(it is very important) only in this combination bug is active

go to rendered shading mode
shadow_bug2.png
shadow_bug3.png

Exact steps for others to reproduce the error

open this shadow_bug.blend
set rendered shading mode, switch on norm influence - and we will see incorrect shadow
switch off norm influence - working normal

System Information windows7 64 ASUS ATI Radeon HD6870 Blender Version Broken: (All) Worked: (None) **Short description of error** from this #41929 use attached file{[F111931](https://archive.blender.org/developer/F111931/shadow_bug.blend)} to this scene add a cube, select one of this lamp and set ray shadow mode ![shadow_bug.png](https://archive.blender.org/developer/F111933/shadow_bug.png) and now we have object with bump map, cube(which will cast a shadow), and we must have 2 lamps in scene: first - sun, randomly rotated, ray shadow mode second - select first, shift+D and R,Z,180,set no shadow mode (it is very important) only in this combination bug is active go to rendered shading mode ![shadow_bug2.png](https://archive.blender.org/developer/F111936/shadow_bug2.png) ![shadow_bug3.png](https://archive.blender.org/developer/F111938/shadow_bug3.png) **Exact steps for others to reproduce the error** open this [shadow_bug.blend](https://archive.blender.org/developer/F111940/shadow_bug.blend) set rendered shading mode, switch on norm influence - and we will see incorrect shadow switch off norm influence - working normal
Poster

Changed status to: 'Open'

Changed status to: 'Open'
Inwader77 self-assigned this 9 years ago
Poster

Added subscriber: @Inwader77

Added subscriber: @Inwader77
Inwader77 changed title from bump map shadow map to bump map shadow bug 9 years ago
Inwader77 was unassigned by Sergey 9 years ago
Sergey self-assigned this 9 years ago
Sergey commented 9 years ago
Owner

Will have a look later.

Will have a look later.
Collaborator

Added subscribers: @Sergey, @lichtwerk

Added subscribers: @Sergey, @lichtwerk
Collaborator

Hm, I would almost suggest this is to be expected?

If you tweak the geometry normal to such an exteme extend with same kind of noise bump, then the shading will depend more and more on this quasi-random normal (meaning the original geometry normal will have less and less of an effect). Thus what you call "real shading" will get less and less while what you call "virtual shading" will get more and more.
The virtual 'bumped' normal is all over the place and thus doesnt really have a noticable 'connection' to the original geometry anymore. (same explanation as in #41929)

So in this case the lamp with shadows activated will act 'normally' but we will see a difference in the shading related to the lamp without shadows.
A lamp without shadows will still result in a dark surface when the geometry normal is pointing away from the lamp. Once you start tweaking that normal so extreme with a noise-bump, the surface could 'pick up light' because now it is virtually not pointing away from the light anymore. Resulting in what you call 'incorrect shadow' [and I would call 'expected' :)]

Might be wrong on this. @Sergey: what do you think?

Hm, I would almost suggest this is to be expected? If you tweak the geometry normal to such an exteme extend with same kind of noise bump, then the shading will depend more and more on this quasi-random normal (meaning the original geometry normal will have less and less of an effect). Thus what you call "real shading" will get less and less while what you call "virtual shading" will get more and more. The virtual 'bumped' normal is all over the place and thus doesnt really have a noticable 'connection' to the original geometry anymore. (same explanation as in #41929) So in this case the lamp with shadows activated will act 'normally' but we will see a difference in the shading related to the lamp without shadows. A lamp without shadows will still result in a dark surface when the geometry normal is pointing away from the lamp. Once you start tweaking that normal so extreme with a noise-bump, the surface could 'pick up light' because now it is virtually not pointing away from the light anymore. Resulting in what you call 'incorrect shadow' [and I would call 'expected' :)] Might be wrong on this. @Sergey: what do you think?
Sergey commented 8 years ago
Owner

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sergey closed this issue 8 years ago
Sergey commented 8 years ago
Owner

@lichtwerk, you're sound about right.Using such an extreme noise texture on normals could easily flip "microfacet" to totally different direction, making it to receive the light. This is like rougness woks in cycles, just in really extreme way.

Thanks for the report, but i don't really see a bug in here.

@lichtwerk, you're sound about right.Using such an extreme noise texture on normals could easily flip "microfacet" to totally different direction, making it to receive the light. This is like rougness woks in cycles, just in really extreme way. Thanks for the report, but i don't really see a bug in here.
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Reference: blender/blender#41930
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