Bump produces sharp seams on edges even with procedural textures. #74981

Closed
opened 2020-03-20 19:22:45 +01:00 by Vyacheslav Kobozev · 19 comments

System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59

Blender Version
Broken: version: 2.83 (sub 10), branch: master, commit date: 2020-03-19 13:43, hash: 42012493a8

Short description of error
33182319.jpg

33193019.jpg

33204519.jpg

33215319.jpg

Exact steps for others to reproduce the error
use bump with procedural textures to see it clear
SeamyBump.blend

**System Information** Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59 **Blender Version** Broken: version: 2.83 (sub 10), branch: master, commit date: 2020-03-19 13:43, hash: `42012493a8` **Short description of error** ![33182319.jpg](https://archive.blender.org/developer/F8418322/33182319.jpg) ![33193019.jpg](https://archive.blender.org/developer/F8418321/33193019.jpg) ![33204519.jpg](https://archive.blender.org/developer/F8418320/33204519.jpg) ![33215319.jpg](https://archive.blender.org/developer/F8418319/33215319.jpg) **Exact steps for others to reproduce the error** use bump with procedural textures to see it clear [SeamyBump.blend](https://archive.blender.org/developer/F8418327/SeamyBump.blend)

Added subscriber: @Vyach

Added subscriber: @Vyach

Added subscriber: @iss

Added subscriber: @iss

Changed status from 'Needs Triage' to: 'Archived'

Changed status from 'Needs Triage' to: 'Archived'
Richard Antalik self-assigned this 2020-03-23 18:50:29 +01:00

This doesn't look like a bug really, Distance or "contrast" parameter of wave texture node is just too high.

This doesn't look like a bug really, Distance or "contrast" parameter of wave texture node is just too high.

@iss I thought so.
But the same problem with Voronoy.
The same seams with small distances:
33580038.jpg
33574435.jpg
33591742.jpg

@iss I thought so. But the same problem with Voronoy. The same seams with small distances: ![33580038.jpg](https://archive.blender.org/developer/F8436362/33580038.jpg) ![33574435.jpg](https://archive.blender.org/developer/F8436361/33574435.jpg) ![33591742.jpg](https://archive.blender.org/developer/F8436373/33591742.jpg)

I am not exactly sure without example, you can visualize normals by routing bump node output to color input for example, so it may be the same issue or it may be bug.

I am not exactly sure without example, you can visualize normals by routing bump node output to color input for example, so it may be the same issue or it may be bug.

@iss
Here. I made very low distance, and output normals as emmissive value with very high contrast. Seams are there. You can play with settings in this file to ispect what is happening.
SeamsOnBump.blend
33641617.jpg

@iss Here. I made very low distance, and output normals as emmissive value with very high contrast. Seams are there. You can play with settings in this file to ispect what is happening. [SeamsOnBump.blend](https://archive.blender.org/developer/F8438632/SeamsOnBump.blend) ![33641617.jpg](https://archive.blender.org/developer/F8438634/33641617.jpg)
Member

Changed status from 'Archived' to: 'Needs Triage'

Changed status from 'Archived' to: 'Needs Triage'

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

Thanks for example, now I can see quite obvious bug even in original file.
I was too focused on quite sharp radial transitions.

Thanks for example, now I can see quite obvious bug even in original file. I was too focused on quite sharp radial transitions.

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Added subscriber: @JacquesLucke

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Member

I can see the issue, however I'm not sure if this is a bug or known issue. This little artifact just seems to be the start of a much larger issue that you can see when you subdivide the sphere a couple of times.

In any case, this is more an issue with eevee's bump mapping handling than with nodes per se, so I'll remove the Nodes project.

I can see the issue, however I'm not sure if this is a bug or known issue. This little artifact just seems to be the start of a much larger issue that you can see when you subdivide the sphere a couple of times. In any case, this is more an issue with eevee's bump mapping handling than with nodes per se, so I'll remove the Nodes project.

Yep, bump node produces crazy stuff. But Cycles now just washes out bump effect (already reported #74517 (Using normal or bump maps in cycles produces flat washed-out shading))
38202927.jpg
So there is no way to use low-frequence bump properly.
Generated cordinates give even worse result (than normal cordinates):
38225249.jpg
38235750.jpg
Why so?

Yep, bump node produces crazy stuff. But Cycles now just washes out bump effect (already reported #74517 (Using normal or bump maps in cycles produces flat washed-out shading)) ![38202927.jpg](https://archive.blender.org/developer/F8544842/38202927.jpg) So there is no way to use low-frequence bump properly. Generated cordinates give even worse result (than normal cordinates): ![38225249.jpg](https://archive.blender.org/developer/F8544869/38225249.jpg) ![38235750.jpg](https://archive.blender.org/developer/F8544874/38235750.jpg) Why so?
Richard Antalik was unassigned by Dalai Felinto 2020-05-27 16:37:23 +02:00

poke

poke

Closed as duplicate of #74367

Closed as duplicate of #74367

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Reference: blender/blender#74981
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