Regression: black seams in my Cycles bakes (caused by denoising) due to margin pixel extension darkening #94573
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Reference: blender/blender#94573
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System Information
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92
Blender Version
Broken: version: 3.0.0, branch: master, commit date: 2021-12-02 18:35, hash:
f1cca30557
Worked: 2.93.7
Short description of error
I get black seams when I bake textures that I never used to have before upgrading to 3.0. They occur on any corner that I UV as shown here:
Exact steps for others to reproduce the error
Black Seams.rar
UV a mesh with only 1 split on the corners leaving the other sides still attached. Bake a combined texture to 2048x2048 resolution with Cycles. Apply to mesh. Observe the black seams on the corners.
Now open that same file and bake that same mesh in 2.93.7. No black seams. Re-save file in 2.93, and re-open that file in Blender 3.0, and it now bakes without a black seam too.
Added subscriber: @aintnobody
#97808 was marked as duplicate of this issue
Added subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Confirmed'
Can confirm the regressed baked pixel extension on borders.
I think this has been reported before (but cannot find the duplicate atm.)
It is caused by denoising btw (without it, pixel extension seems to behave better)
Black seams in my Cycles bakes since I upgraded to 3.0to Regression: black seams in my Cycles bakes (caused by denoising) due to margin pixel extension darkeningAdded subscriber: @brecht
The denoiser is softening the sharp edges, assuming it's noise. Not clear how best to solve this, probably need to extend the baked pass as well with denoising albedo/normal passes in Cycles.
I hadn't even noticed until Philipp mentioned it that denoising had become available with baking, which is amazing! But yeah, the black seams need to be fixed please, otherwise it's useless. I have to bake with denoising disabled for now. I will be so happy when I can bake denoised textures.
For reference, relevant OpenImageDenoise discussion:
https://github.com/OpenImageDenoise/oidn/issues/112
This wasn't fixed in 3.0 - will it ever be addressed ?
Added subscribers: @yPodo, @PratikPB2123
Added subscriber: @EvandroFerreiradaCosta
I'd assume one simple solution would be to Denoise the bake before extending the margin, this way the margin will be generated from the denoised version, instead of the noisy image that was stretched to generate a margin.
It appears to me that the denoise algorithm doesn't know how to denoise a black streak instead of a black dot (the optix/OID AI was trained only on dot-pattern noise?)... so the solution is to denoise before stretching.
The caveat is when we are baking multiple objects to the same map, which in the current state, the denoise pass happens only after the entirety of it is baked?
It would have to be changed to happen after every bake is completed but before the margin is applied... only then it starts baking the next object.
Or Blender could store the entire noisy bake from multiple objects without generating a margin, and only applies the margin after the final denoise pass... which would also be beneficial because nowadays if you want to bake multiple objects to the same map, the margins are not SMART like in substance painter, a.k.a, later objects being baked start generating margin on top of previous margins/bakes. By generating the margin at the last step, and taking into consideration the other objects islands, blender would avoid generating margins that overlap others. And the problem with margins not being denoised would also be solved... two rabbits for one.
It's the other way around, we are denoising before extending the margin, which gives discontinuities. Swapping that order may help, but is not trivial in the current code.
If that helps, I have never had these seam issues when I denoise a baked texture manually in the Compositing tab this way: https://i.gyazo.com/32d625c25caee2e38eb06e65f6377296.png
It only happens if I check the Denoise checkbox to have my bakes be automatically denoised. So whatever the first method does right, would it be possible to apply it to the automatic Denoising ?
@aintnobody Maybe it doesn't generate black seams there in the compositor because then it's denoising the image already with a margin present... so this workflow has the margin step happening before the denoise (working in reverse of what I previously though, as corrected by @Brecht... thanks!)
This seems to indicate that denoising after the margin step would indeed be a valid solution... but if it's non trivial as Brecht mentioned, then we are left waiting for newer versions of OIDN to fix this for us.
According to that github discussion linked earlier:
"The "bleeding" artifact is more like ringing, which has been significantly alleviated (but not completely fixed) in recent versions of OIDN."
So maybe someday it will be completely fixed, outside of blender.
Added subscriber: @JonathanLampel-4
When i change the denoiser to Optix this same bug happens with a different noise pattern.
So might be worth experimenting with extending the margin first and then denoising ?
I'd propose a new Bake-Margin Type.
Instead of extending the noisy image, before handing that over to the denoiser, we could simply extend the "bake primitives" even before starting the render.
The result will be a noisy image with extended borders already produced by the renderer and no changes are required on the cycles side.
This could be during or after
RE_bake_pixels_populate
has written theBakePixel
s.While it's more of a workaround than anything, this has been working fairly reliable in my workflow so far and requires minimal changes.