Normal Maps appear inverted in GLSL shader and offline renderer (2.6rc1) #28819

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opened 2011-10-06 16:27:40 +02:00 by Andy Davies · 4 comments

%%%Hi,

It looks like there is a bug that make normal maps render with the green channel inverted in the GLSL shader and offline renderer

I have attached a few pictures showing the difference between the two using the same normal map (The normal map was rendered in xNormal with a swizzle of X+Y+Z+)

Normal maps bake in 2.6 correctly (X+Y+Z+)

The odd thing is that if you open the .blend in 2.59 everything looks as it should, but if you open it in 2.6rc1 and then save the file, it then displays incorrectly in 2.59 once the file is reopened.

Thanks for looking!

Blender 2.6 RC1 r40791
Windows 7 64bit SP1
12gb Ram
Nvidia GTX 460 (285.38)%%%

%%%Hi, It looks like there is a bug that make normal maps render with the green channel inverted in the GLSL shader and offline renderer I have attached a few pictures showing the difference between the two using the same normal map (The normal map was rendered in xNormal with a swizzle of X+Y+Z+) Normal maps bake in 2.6 correctly (X+Y+Z+) The odd thing is that if you open the .blend in 2.59 everything looks as it should, but if you open it in 2.6rc1 and then save the file, it then displays incorrectly in 2.59 once the file is reopened. Thanks for looking! Blender 2.6 RC1 r40791 Windows 7 64bit SP1 12gb Ram Nvidia GTX 460 (285.38)%%%
Author

Changed status to: 'Open'

Changed status to: 'Open'

%%%Fixed in svn rev40832.

It was caused by recent bump map flipping commit which made white be salience. Vesrioning code for this used to flip normal factor independently of flag texture is used as normal map. Added additional check for this and opening file saved in older versions should be unchanged now.

You can also flip normal factor for "screwed" materials and your model should look like it used to be in previous releases.

Thanks for the report, closing now.%%%

%%%Fixed in svn rev40832. It was caused by recent bump map flipping commit which made white be salience. Vesrioning code for this used to flip normal factor independently of flag texture is used as normal map. Added additional check for this and opening file saved in older versions should be unchanged now. You can also flip normal factor for "screwed" materials and your model should look like it used to be in previous releases. Thanks for the report, closing now.%%%

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
Author

%%%Thanks for fixing!%%%

%%%Thanks for fixing!%%%
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Reference: blender/blender#28819
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