Blender normal map baking incorrect #85475
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Reference: blender/blender#85475
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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.
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.
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.
The output from Blender has many artifacts that the Maya output does not have.
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
Blender output
nrm_bake_example.blend
Scene
With cage option enabled, the difference is less profound:
nrm_bake_example.blend
Added subscriber: @mstuff
Added subscriber: @brecht
Try enabling the Cage option (without specifying a cage object).
Added subscriber: @Limarest
Can confirm that enabling cage without specifying an object fixes the issue. Should it be enabled by default then?
Thank you for the quick response, Brecht.
The cage option certainly helped with the output quality!
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.
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
Changed status from 'Needs Triage' to: 'Confirmed'