Blender normal map baking incorrect #85475

Open
opened 2021-02-08 17:32:09 +01:00 by Marcus Richter · 7 comments

System Information
Operating system: Windows 10
Graphics card: Quadro P2000

Blender Version
Broken: 2.91.0
Worked: never

Short description of error
Hello, I am a long-time Blender user, working daily in Maya at my company. In my work I create game-optimized versions of highly detailed models, and in that process I bake normal maps using Maya's 'Transfer maps' tools. I have found, from using Maya's normal map baking tools, that Blenders' own normal map baking is highly insufficient, bordering to entirely impractical.
nrm_ex.png

Above is the example model contained in the attached .blend scene, showing the output from baking normals in Blender, compared to the output from Maya, as well as a difference mask between the two. As you can see there is quite a large difference between the two outputs, and the Blender model has a clear baking error along all bevels.

The model itself uses the industry standard support-crease method generally used for hard-surface modeling. This method is used by many studios working with Maya.
mesh_ex.PNG

The real-time model that the normal map is baked to is a simple hard-edge based model consisting of many 90 degree, sharp edges.
rt_ex.PNG

The output from Blender has many artifacts that the Maya output does not have.
compare.png

Exact steps for others to reproduce the error
Bake a normal map from object 'Source' to object 'real_time_mesh' and observe the difference to attached Maya output.

Maya_output_NRM.png
Maya output

Blender_output_NRM.png
Blender output

nrm_bake_example.blend
Scene


With cage option enabled, the difference is less profound:
nrm_diff2.png

nrm_bake_example.blend

**System Information** Operating system: Windows 10 Graphics card: Quadro [P2000](https://archive.blender.org/developer/P2000.txt) **Blender Version** Broken: 2.91.0 Worked: never **Short description of error** Hello, I am a long-time Blender user, working daily in Maya at my company. In my work I create game-optimized versions of highly detailed models, and in that process I bake normal maps using Maya's 'Transfer maps' tools. I have found, from using Maya's normal map baking tools, that Blenders' own normal map baking is highly insufficient, bordering to entirely impractical. ![nrm_ex.png](https://archive.blender.org/developer/F9727701/nrm_ex.png) Above is the example model contained in the attached .blend scene, showing the output from baking normals in Blender, compared to the output from Maya, as well as a difference mask between the two. As you can see there is quite a large difference between the two outputs, and the Blender model has a clear baking error along all bevels. The model itself uses the industry standard support-crease method generally used for hard-surface modeling. This method is used by many studios working with Maya. ![mesh_ex.PNG](https://archive.blender.org/developer/F9727770/mesh_ex.PNG) The real-time model that the normal map is baked to is a simple hard-edge based model consisting of many 90 degree, sharp edges. ![rt_ex.PNG](https://archive.blender.org/developer/F9727797/rt_ex.PNG) The output from Blender has many artifacts that the Maya output does not have. ![compare.png](https://archive.blender.org/developer/F9727870/compare.png) **Exact steps for others to reproduce the error** Bake a normal map from object 'Source' to object 'real_time_mesh' and observe the difference to attached Maya output. ![Maya_output_NRM.png](https://archive.blender.org/developer/F9727968/Maya_output_NRM.png) Maya output ![Blender_output_NRM.png](https://archive.blender.org/developer/F9727978/Blender_output_NRM.png) Blender output [nrm_bake_example.blend](https://archive.blender.org/developer/F9727992/nrm_bake_example.blend) Scene ------------ With cage option enabled, the difference is less profound: ![nrm_diff2.png](https://archive.blender.org/developer/F9730773/nrm_diff2.png) [nrm_bake_example.blend](https://archive.blender.org/developer/F9731289/nrm_bake_example.blend)
Author

Added subscriber: @mstuff

Added subscriber: @mstuff

Added subscriber: @brecht

Added subscriber: @brecht

Try enabling the Cage option (without specifying a cage object).

Try enabling the Cage option (without specifying a cage object).

Added subscriber: @Limarest

Added subscriber: @Limarest

Can confirm that enabling cage without specifying an object fixes the issue. Should it be enabled by default then?
image.png

Can confirm that enabling cage without specifying an object fixes the issue. Should it be enabled by default then? ![image.png](https://archive.blender.org/developer/F9730650/image.png)
Author

In #85475#1108973, @brecht wrote:
Try enabling the Cage option (without specifying a cage object).

Thank you for the quick response, Brecht.
The cage option certainly helped with the output quality!
cage.PNG

cage2.PNG

There is however still a very subtle line remaining after this option is turned on. It definitely is subtle, although visible, so I would manually have to fix this if I was to use Blender for my current workplace.

nrm_diff2.png
From this difference mask, it can be seen that there still is some difference, especially at certain angles.

I will leave this thread active, although the 'cage' option brought the baking 90% of the way. Thank you so far !

Here's the scene showing the issue with 'cage' option enabled for the bake:
nrm_bake_example.blend

> In #85475#1108973, @brecht wrote: > Try enabling the Cage option (without specifying a cage object). Thank you for the quick response, Brecht. The cage option certainly helped with the output quality! ![cage.PNG](https://archive.blender.org/developer/F9730622/cage.PNG) ![cage2.PNG](https://archive.blender.org/developer/F9731043/cage2.PNG) There is however still a very subtle line remaining after this option is turned on. It definitely is subtle, although visible, so I would manually have to fix this if I was to use Blender for my current workplace. ![nrm_diff2.png](https://archive.blender.org/developer/F9730773/nrm_diff2.png) From this difference mask, it can be seen that there still is some difference, especially at certain angles. I will leave this thread active, although the 'cage' option brought the baking 90% of the way. Thank you so far ! Here's the scene showing the issue with 'cage' option enabled for the bake: [nrm_bake_example.blend](https://archive.blender.org/developer/F9731289/nrm_bake_example.blend)
Member

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

Changed status from 'Needs Triage' to: 'Confirmed'
Philipp Oeser removed the
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Sculpt, Paint & Texture
label 2023-02-10 09:12:02 +01:00
Julien Kaspar added
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labels 2023-07-04 10:00:25 +02:00
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Reference: blender/blender#85475
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