Regression: Cycles Bump node producing broken normals in 3.4 #103049
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Reference: blender/blender#103049
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System Information
Operating system: Windows 10 64-bit
Graphics card: Nvidia RTX 3060 Ti, also reproduced on Nvidia GTX 1660
Blender Version
Broken: 3.4.0
Worked: 3.3.0
Short description of error
The Bump node in Cycles produces wrong, inverted-like normals that cause light to leak through from the other side. This is especially apparent in the corners of interiors with a world lighting, or when placing a point light inside an object with a bump-node shader (see attached .blend file). The same scene works flawlessly in Eevee and in the 3.3 release of Cycles.
Exact steps for others to reproduce the error
Use a bump node in a Cycles shader, plug any texture into the bump node height input. Place a light on the other side of the mesh with said material. There will be light leaking as if the mesh was illuminated by the light.
Wrong behaviour in 3.4.0:
Correct behaviour in 3.3.0:
Bump Node Test.blend
Added subscriber: @Mylapqn
Added subscriber: @OmarEmaraDev
Changed status from 'Needs Triage' to: 'Confirmed'
This seems to be fixed in master, will look at the log and possibly bisect to see what might have fixed it.
Cycles Bump node producing broken normalsto Regression: Cycles Bump node producing broken normals in 3.4Would you recommend to just use 3.5 Alpha for now? This is quite a critical issue for my ongoing projects and due to the backwards-incompatible Mix node change in 3.4, it's difficult to revert to 3.3 now.
It is not known when a corrective release for 3.4 will happen, so if this is a show stopper for you, going to 3.5 seems like your only option for now.
Thank you!
Added subscriber: @aerobraking
Just for the record, this bug also appears when using the "Normal Map" Node. I quickly saw it in one of my projects as the rendering looked different to 3.3.
Yes, besides Normal and Bump I also noticed the problem in the Displacement node. Must be something with the way normals are rendered in general.
I managed to sort of work around the problem by using the Solidify modifier on the affected meshes (any thickness works) in case this helps anyone. This is still not ideal, of course, but gets rid of the problem quickly in most cases.
Added subscriber: @cassidy
This issue was referenced by
fd3943dbd5
This issue was referenced by
3d29bbcc38
Changed status from 'Confirmed' to: 'Resolved'
This issue was referenced by None@63157
Added subscriber: @thinsoldier
Removed previous comment. Looks like I was very late to the discussion. Seems all my problems are fixed, both inside and out, in today's build of 3.5 and 3.4.1