Adding Normal Map to object in EEVEE results in emissive material #59827

Closed
opened 2018-12-25 00:02:38 +01:00 by cgslav · 17 comments

System Information
Operating system: antergos (Arch current)
Graphics card: GTX 770

Blender Version
Broken: 2.80, 6d89337257, 2018-12-24

Short description of error
Adding Normal Map node to Normal slot in Principled BSDF produce emissive material on Text object in EEVEE. Converting Text to Mesh doesn't change this behavior.
Same material used on different mesh works properly. Also it is working ok in Cycles.

Using different shader (Diffuse, Glossy, SSS, Translucent) produce black material.

Exact steps for others to reproduce the error

  1. Add Text object.
  2. Create new material.
  3. Add Normal Map (Tangent Space) node and connect to Normal socket in Principled BSDF.

text_normal_eevee_bug.blend

**System Information** Operating system: antergos (Arch current) Graphics card: GTX 770 **Blender Version** Broken: 2.80, 6d89337257b6, 2018-12-24 **Short description of error** Adding Normal Map node to Normal slot in Principled BSDF produce emissive material on Text object in EEVEE. Converting Text to Mesh doesn't change this behavior. Same material used on different mesh works properly. Also it is working ok in Cycles. Using different shader (Diffuse, Glossy, SSS, Translucent) produce black material. **Exact steps for others to reproduce the error** 1. Add Text object. 2. Create new material. 3. Add Normal Map (Tangent Space) node and connect to Normal socket in Principled BSDF. [text_normal_eevee_bug.blend](https://archive.blender.org/developer/F6060627/text_normal_eevee_bug.blend)
Author

Added subscriber: @cgslav

Added subscriber: @cgslav

#61408 was marked as duplicate of this issue

#61408 was marked as duplicate of this issue

#60991 was marked as duplicate of this issue

#60991 was marked as duplicate of this issue
cgslav changed title from Adding Normal Map to Text object in EEVEE results in glowing object to Adding Normal Map to Text object in EEVEE results in emissive material 2018-12-25 00:03:06 +01:00

Added subscriber: @ptrick

Added subscriber: @ptrick

Seems to occur on generic curves as well. Converting from text/curve to mesh WILL work if you also add a uv map I noticed. I'm not sure how a tangent-space normal map is supposed to work on an object that has no UVs, but the make-it-black behavior is inconsistent with other renderers and is certainly jarring.

Seems to occur on generic curves as well. Converting from text/curve to mesh WILL work if you also add a uv map I noticed. I'm not sure how a tangent-space normal map is supposed to work on an object that has no UVs, but the make-it-black behavior is inconsistent with other renderers and is certainly jarring.
Author

In #59827#587973, @ptrick wrote:
Seems to occur on generic curves as well. Converting from text/curve to mesh WILL work if you also add a uv map I noticed. I'm not sure how a tangent-space normal map is supposed to work on an object that has no UVs, but the make-it-black behavior is inconsistent with other renderers and is certainly jarring.

Mesh without UV.

Cycles:
1.png

EEVEE:
2.png

Also I wonder why it turns into emissive material? It doesn't seem right.

> In #59827#587973, @ptrick wrote: > Seems to occur on generic curves as well. Converting from text/curve to mesh WILL work if you also add a uv map I noticed. I'm not sure how a tangent-space normal map is supposed to work on an object that has no UVs, but the make-it-black behavior is inconsistent with other renderers and is certainly jarring. Mesh without UV. Cycles: ![1.png](https://archive.blender.org/developer/F6068474/1.png) EEVEE: ![2.png](https://archive.blender.org/developer/F6068497/2.png) Also I wonder why it turns into emissive material? It doesn't seem right.

Added subscriber: @ZedDB

Added subscriber: @ZedDB

I can't reproduce the emissive issue on a build from today. Could you guys retry with a newer build?

I do however get two black text objects in the file you provided. So it seems like the behavior now matches the other shaders for me.

I can't reproduce the emissive issue on a build from today. Could you guys retry with a newer build? I do however get two black text objects in the file you provided. So it seems like the behavior now matches the other shaders for me.
Author

In #59827#589534, @ZedDB wrote:
I can't reproduce the emissive issue on a build from today. Could you guys retry with a newer build?

I do however get two black text objects in the file you provided. So it seems like the behavior now matches the other shaders for me.

It's still there with 2018-12-18, 3610f1fc43

Check what's going on there while scaling viewport.

1.mp4

> In #59827#589534, @ZedDB wrote: > I can't reproduce the emissive issue on a build from today. Could you guys retry with a newer build? > > I do however get two black text objects in the file you provided. So it seems like the behavior now matches the other shaders for me. It's still there with 2018-12-18, 3610f1fc43d0 Check what's going on there while scaling viewport. [1.mp4](https://archive.blender.org/developer/F6097615/1.mp4)
Clément Foucault was assigned by Sebastian Parborg 2018-12-28 16:21:05 +01:00

Added subscriber: @spiegelball

Added subscriber: @spiegelball

Seems to be related to #59784.

Seems to be related to #59784.

Added subscriber: @HenriqueGonzaga

Added subscriber: @HenriqueGonzaga
Member

Added subscribers: @MACHIN3, @lichtwerk, @gendosplace

Added subscribers: @MACHIN3, @lichtwerk, @gendosplace
Philipp Oeser changed title from Adding Normal Map to Text object in EEVEE results in emissive material to Adding Normal Map to object in EEVEE results in emissive material 2019-02-11 14:23:37 +01:00

Just to make sure it does't get lost, you can reproduce this issue with a single mesh object, if you use multiple 3d views and switch from solid to eevee, see https://developer.blender.org/T61408

Just to make sure it does't get lost, you can reproduce this issue with a single mesh object, if you use multiple 3d views and switch from solid to eevee, see [[ https://developer.blender.org/T61408 ]]

Added subscriber: @Jeff-Lee

Added subscriber: @Jeff-Lee

I've been seeing this on models where there are degenerate faces and a normal map is applied; it's especially noticeable if Bloom and Depth of Field are enabled. (Text objects seem to create degenerate faces on curves rather frequently).

I can consistently reproduce the issue on a cube:

  1. Start a new scene, with Eevee as the renderer.
  2. Edit the default cube (or create a new one) and subdivide the vertical edges twice, creating two new horizontal edges all around the cube.
  3. Select one of the new horizontal edges, on a face visible to the camera, and subdivideonce.
  4. Select both new sets of horizontal edges, and scale to 0 in the Z direction. (It should now look like there's a single horizontal edge around the cube as they're overlaying each other.)
  5. UV unwrap the cube using the Smart UV Project method, default values are fine.
  6. Add a PrincipledBDSF shader to the model; connect an image node (through a Normal Map node) to the Normal Map input of the shader. Actually, you don't even need a normal map image; just a bare Normal Map node with no input will also produce the issue.
  7. With the viewport in LookDev mode, enable Bloom and Depth of Field to really see the effect.

I've attached a file containing the above.EmissiveBug.blend

I've been seeing this on models where there are degenerate faces and a normal map is applied; it's especially noticeable if Bloom and Depth of Field are enabled. (Text objects seem to create degenerate faces on curves rather frequently). I can consistently reproduce the issue on a cube: 1. Start a new scene, with Eevee as the renderer. 2. Edit the default cube (or create a new one) and subdivide the vertical edges twice, creating two new horizontal edges all around the cube. 3. Select one of the new horizontal edges, on a face visible to the camera, and subdivideonce. 4. Select both new sets of horizontal edges, and scale to 0 in the Z direction. (It should now look like there's a single horizontal edge around the cube as they're overlaying each other.) 5. UV unwrap the cube using the Smart UV Project method, default values are fine. 6. Add a PrincipledBDSF shader to the model; connect an image node (through a Normal Map node) to the Normal Map input of the shader. Actually, you don't even need a normal map image; just a bare Normal Map node with no input will also produce the issue. 7. With the viewport in LookDev mode, enable Bloom and Depth of Field to really see the effect. I've attached a file containing the above.[EmissiveBug.blend](https://archive.blender.org/developer/F6594033/EmissiveBug.blend)

Closed as duplicate of #61870

Closed as duplicate of #61870
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Reference: blender/blender#59827
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