When baking lightmaps in Blender version 3.0+, an error occurs when baking with dnoise applied... #97808

Closed
opened 2022-05-03 13:24:00 +02:00 by Mollu · 9 comments

System Information
Operating system: ???
Graphics card: gtx 1060

Blender Version

Broken: 3.0.1 ~ 3.1.2
Worked: (I do not know...)

Short description of error

  • Hello, Blender Developers! First of all, thank you so much for developing a good program for creators and providing it for free.
    I'm Korean and I don't know English at all, so the text below was written in Korean and translated with Google Translate. If there are sentences that are awkward and difficult to understand, I apologize in advance. If such a situation occurs, I have attached the video at the bottom so you can understand what is going on just by looking at it--

As the title suggests, if you bake the lightmap in 'cycle' with the Dnoise item of the render properties newly created in Blender 3.0 version checked,
A black line appears on the edge of the UV map...
When I mapped UV with the 'Lightmap Pack' option, there was a strange black triangle, but I don't know if this is a bug, but it's solved with the 'Smart UV project', so I don't care.

Unchecking Dnoise and then baking the lightmap solves it, but then there is noise, and increasing the render samples to remove the noise takes too long...
Actually, the reason I want to do this is because I am making a map for a Unity game called VRchat, but I can't use a path tracing render engine like 'cycle' in a real-time game.
The idea came to me that it might be possible to bake the rendering result of cycle as a texture and make it look realistic like a 3D scanned model.
If there is a better way other than these methods, please let me know :)

Anyway, the reason I chose 'Combine' rather than 'Diffuse' when baking the texture is because 'Diffuse' was completely black baked in the first test and I chose 'Combine'. It seems to be However, it seems to be baking without being applied even when the noise is turned on.

Exact steps for others to reproduce the error
(There is also a video!)

Unzip the attached (v3.1.2) Dnoise Lighmap Baking Bug.zip file and then run The Genis_test.blender file

Select <원형> (the largest and most building-like object), press the tap key to enter edit mode, press the a key to select all faces, press the u key, and then click 'Smart UV project'.

Go to 'render properties' and change the render engine to cycles, go to 'Sampling' > 'Render' and check the 'Dnoise' option. (Max Samples seems to be okay if you enter anything.)

Next, go to the 'Shader Editor' and select <원형>. In the node window, with the Principled BDSF node connected to the material output, click only the image texture node to select it. (Image texture nodes and Principled BDSF nodes must not be connected!)

Finally, go to 'Render Properties' again and set the 'Bake Type' to 'Combined' in the 'Bake' section and click the 'Bake' button at the top.

Screen capture video
name

Blender file that encountered the problem
name

**System Information** Operating system: ??? Graphics card: gtx 1060 **Blender Version** Broken: 3.0.1 ~ 3.1.2 Worked: (I do not know...) **Short description of error** - Hello, Blender Developers! First of all, thank you so much for developing a good program for creators and providing it for free. I'm Korean and I don't know English at all, so the text below was written in Korean and translated with Google Translate. If there are sentences that are awkward and difficult to understand, I apologize in advance. If such a situation occurs, I have attached the video at the bottom so you can understand what is going on just by looking at it-- As the title suggests, if you bake the lightmap in 'cycle' with the Dnoise item of the render properties newly created in Blender 3.0 version checked, A black line appears on the edge of the UV map... When I mapped UV with the 'Lightmap Pack' option, there was a strange black triangle, but I don't know if this is a bug, but it's solved with the 'Smart UV project', so I don't care. Unchecking Dnoise and then baking the lightmap solves it, but then there is noise, and increasing the render samples to remove the noise takes too long... Actually, the reason I want to do this is because I am making a map for a Unity game called VRchat, but I can't use a path tracing render engine like 'cycle' in a real-time game. The idea came to me that it might be possible to bake the rendering result of cycle as a texture and make it look realistic like a 3D scanned model. If there is a better way other than these methods, please let me know :) Anyway, the reason I chose 'Combine' rather than 'Diffuse' when baking the texture is because 'Diffuse' was completely black baked in the first test and I chose 'Combine'. It seems to be However, it seems to be baking without being applied even when the noise is turned on. **Exact steps for others to reproduce the error** (There is also a video!) # Unzip the attached (v3.1.2) Dnoise Lighmap Baking Bug.zip file and then run The Genis_test.blender file # Select <원형> (the largest and most building-like object), press the tap key to enter edit mode, press the a key to select all faces, press the u key, and then click 'Smart UV project'. # Go to 'render properties' and change the render engine to cycles, go to 'Sampling' > 'Render' and check the 'Dnoise' option. (Max Samples seems to be okay if you enter anything.) # Next, go to the 'Shader Editor' and select <원형>. In the node window, with the Principled BDSF node connected to the material output, click only the image texture node to select it. (Image texture nodes and Principled BDSF nodes must not be connected!) # Finally, go to 'Render Properties' again and set the 'Bake Type' to 'Combined' in the 'Bake' section and click the 'Bake' button at the top. **Screen capture video** [name ](https://youtu.be/8SDgIS_7X_Y) **Blender file that encountered the problem** [name ](https://drive.google.com/file/d/1i2AGeczW62bCO6dAGFBSB5Pm5TFiV2Vr/view?usp=sharing)
Author

Added subscriber: @yPodo

Added subscriber: @yPodo
Member

Added subscriber: @PratikPB2123

Added subscriber: @PratikPB2123
Member

Thanks for the report. I'm able to repro this.
Probably the same issue as described in #94573 (Regression: black seams in my Cycles bakes (caused by denoising) due to margin pixel extension darkening)
image.png

Thanks for the report. I'm able to repro this. Probably the same issue as described in #94573 (Regression: black seams in my Cycles bakes (caused by denoising) due to margin pixel extension darkening) ![image.png](https://archive.blender.org/developer/F13050577/image.png)
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

@lichtwerk can you help here? I'm not sure if they are same (#94573 I mean)

I spent some time to understand reproducing steps of #94573. Still they are not clear to me.

@lichtwerk can you help here? I'm not sure if they are same (#94573 I mean) I spent some time to understand reproducing steps of #94573. Still they are not clear to me.
Member

Yep, the same as #94573 (Regression: black seams in my Cycles bakes (caused by denoising) due to margin pixel extension darkening), will merge reports.

Yep, the same as #94573 (Regression: black seams in my Cycles bakes (caused by denoising) due to margin pixel extension darkening), will merge reports.
Member

Closed as duplicate of #94573

Closed as duplicate of #94573

Added subscriber: @aintnobody

Added subscriber: @aintnobody

In #97808#1351522, @PratikPB2123 wrote:
@lichtwerk can you help here? I'm not sure if they are same (#94573 I mean)

I spent some time to understand reproducing steps of #94573. Still they are not clear to me.

Basically, when baking a combined Cycles texture, if you check "Denoise" in the Sampling tab, it causes black artefacts along seams https://i.gyazo.com/aa710c86d359354ec6348f84d1a58906.png - when you uncheck "Denoise", the black seams go away. That means you can't use the Denoise option when baking without getting ugly black seams.

> In #97808#1351522, @PratikPB2123 wrote: > @lichtwerk can you help here? I'm not sure if they are same (#94573 I mean) > > I spent some time to understand reproducing steps of #94573. Still they are not clear to me. Basically, when baking a combined Cycles texture, if you check "Denoise" in the Sampling tab, it causes black artefacts along seams https://i.gyazo.com/aa710c86d359354ec6348f84d1a58906.png - when you uncheck "Denoise", the black seams go away. That means you can't use the Denoise option when baking without getting ugly black seams.
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Reference: blender/blender#97808
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