Normal map node produces wrong result after reflection fix patch #56209
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Reference: blender/blender#56209
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System Information
Windows 10 64bit & Radeon RX 480
Blender Version
Broken: After this commit
d6e769d32e
Worked: Before that commit
Short description of error
After patch D2574 merged, normal map node produces very inaccurate results. For example in this screenshots below.
Before patch:
After patch:
Normal map used:
I know reflection fix can be useful in certain cases, but I think it should be optional. It can be a toggle or enum on the normal map node itself.
Blend file:
cycles_normal_map_bug.blend
Added subscriber: @ucupumar
#100420 was marked as duplicate of this issue
#67891 was marked as duplicate of this issue
Normal map produces wrong result after reflection fix patchto Normal map node produces wrong result after reflection fix patchAfter D3816 patch, it still produce wrong result compared to Blender 2.79. I still think this reflection fix should be optional.
Added subscribers: @EugenioPignataro, @dr.sybren, @NahuelBelich
Added subscriber: @LukasStockner
Changed status from 'Confirmed' to: 'Needs User Info'
I can't reproduce this issue with the latest Blender (master @
be8879718e
); I get the "before patch" result.@ucupumar Please re-test this with the latest Blender build from https://builder.blender.org/ and let us know if this is still an issue. If it is, please provide clear steps to reproduce.
I've already tested with the latest build and the bug is still there, you should render the scene using cycles.
Added subscriber: @lichtwerk
Changed status from 'Needs User Info' to: 'Confirmed'
@dr.sybren: I am also seeing the above ^
So will confirm, not sure though if this should be classified a bug?
note: since this is about
ensure_valid_reflection
, this is also an issue with it #57109 (Flickering artifacts in (animated) DOF areas)@lichtwerk I think it still classified as bug since it's a wrong normal result for a standard 3d application. Currently there's no way to get correct normal map value using cycles. My suggestion is to give checkbox on normal map node to use correct normal map or normal map with reflection fix.
Removed subscriber: @dr.sybren
I'll defer to the Cycles team for further handling of this.
Added subscriber: @rowvn
Added subscriber: @mmoeller
Added subscriber: @Aeraglyx
Hi, just wanted to say it's still an issue in some cases. For example when you use Bump node to get a derivative of something and use that value for a math operation. In that case you need the actual normal.
Or to give a concrete example, there's a method for even line thickness using Bump node - which only works in Eevee (as Luca Rood and Kolupsy noticed) because of this.
So I agree with Yusuf - would it be possible to add something like a Limit Angle checkbox that's perhaps checked on by default?
Added subscriber: @MaxIT
This comment was removed by @MaxIT
Hi,
This has become a frustrating problem for me personally as a 3D creator.
Normal input reflections are not showing correctly in both EEVEE and Cycles.
It appears as though the normal reflections are not showing correctly for normal angles steeper than 45 degrees.
An example of this is to use a spherical normal map connected to the Principled BSDF normal input, and having only the metallic slider at full strength (fully reflective).
You will then see the reflections are not showing the outer 3rd of the spheres reflections correctly, or the normal reflections steeper than 45 degrees; much the same as the incorrect reflections seen in Yusuf Umar's images posted here showing incorrect reflections, only it becomes clearer when fully reflective with an HDRI environment.
The same results can be seen by procedurally generating spherical normal maps, or other shapes, such as a cylinder or sloped edge with some normal angles steeper than 45 degrees.
From testing, normal reflections are not showing correctly for versions 2.91.2 / 2.93.0 / 3.0 Alpha.
Would be great if this can be fixed.
PeteS
Yes, we've the same problem.
I made a water drops seamless,
2.79 cycles
2.79 blender engine
THANKS!!!!!
Added subscriber: @ParallelMayhem
Added subscriber: @b5327157
Added subscriber: @ThomasKole
Added subscriber: @khana
Added subscriber: @EAW
Added subscribers: @pauanyu_blender, @iss
Added subscriber: @pragma37
Weizhen Huang referenced this issue2023-03-15 14:34:32 +01:00
Resolved by
dfe7b839bc
@weizhen is it fixed?
The diffuse looks right but the specular still working weird, the problem in the droplets remains, its not possible to make it look right if difuse works properly but specular doesn't
@NahuelBelich Please refer to #95729 (comment)