texture : normal "and" displaces do not work together #25532

Closed
opened 2011-01-07 18:08:30 +01:00 by raphael betemps · 9 comments

%%%The use of normal or displace map is exclusive,
normal "and" displaces do not work together

see attached file%%%

%%%The use of normal or displace map is exclusive, normal "and" displaces do not work together see attached file%%%

Changed status to: 'Open'

Changed status to: 'Open'

%%%I'm not entirely sure what you mean, when I enabled normal/bump mapping in the provided file the result was different, although probably not what you were looking for (Which is probably what you were referring to, if I understand you correctly).

It does, however, seem to render "correctly" if you use a displacement modifier and normal mapping combined instead of mapping the texture to both normals and displacement. Is the result it gives me "correct"? Should it even work this way? I don't know.%%%

%%%I'm not entirely sure what you mean, when I enabled normal/bump mapping in the provided file the result was different, although probably not what you were looking for (Which is probably what you were referring to, if I understand you correctly). It does, however, seem to render "correctly" if you use a displacement *modifier* and normal mapping combined instead of mapping the texture to both normals and displacement. Is the result it gives me "correct"? Should it even work this way? I don't know.%%%
Member

%%%I see the issue; if you use bump mapping the displacement looks very bad.
We're currently reviewing a new patch for normal rendering, will check on this after we have the new patch applied.%%%

%%%I see the issue; if you use bump mapping the displacement looks very bad. We're currently reviewing a new patch for normal rendering, will check on this after we have the new patch applied.%%%

%%%It may be related to fact that positive values in 'Normal' and 'Displace' are producing different results.
In 'Displace', whiter areas are producing hills which is correct.
In 'Normal', whiter areas are producing dales which is bad.
In file attached by Raphael set 'Displace' and 'Normal' to 1 - quite messy result. Now set 'Normal' to -1 - not bad! %%%

%%%It may be related to fact that positive values in 'Normal' and 'Displace' are producing different results. In 'Displace', whiter areas are producing hills which is correct. In 'Normal', whiter areas are producing dales which is bad. In file attached by Raphael set 'Displace' and 'Normal' to 1 - quite messy result. Now set 'Normal' to -1 - not bad! %%%
Member

%%%Since the 'displacement' option was added in blender's materials, it has always worked badly - the normal value affects the amount of displacement - see the release notes here: http://www.blender.org/development/release-logs/blender-232/displacement-mapping/

in brechts work in render branch he reverted all of this and made it work sensibly, but I think this is more of a known limitation since the old days. this is just my assumption from not even opening the test file, so i could be wrong about this particular case!%%%

%%%Since the 'displacement' option was added in blender's materials, it has always worked badly - the normal value affects the amount of displacement - see the release notes here: http://www.blender.org/development/release-logs/blender-232/displacement-mapping/ in brechts work in render branch he reverted all of this and made it work sensibly, but I think this is more of a known limitation since the old days. this is just my assumption from not even opening the test file, so i could be wrong about this particular case!%%%
Member

%%%Matt: however bad displacement would work, the map options shouldn't change the texture values, which happens here (use both nor + displace gives different results from using individual).%%%

%%%Matt: however bad displacement would work, the map options shouldn't change the texture values, which happens here (use both nor + displace gives different results from using individual).%%%
Member

%%%OK I gave up! :)

The code is so badly constructed that any fix for this case will just break the other cases. Only something new (incompatible) will solve this, which is a 2.6 todo.%%%

%%%OK I gave up! :) The code is so badly constructed that any fix for this case will just break the other cases. Only something new (incompatible) will solve this, which is a 2.6 todo.%%%
Member

%%%Oops, saved too much!

Added the issue in our wiki for later reference:
http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Rendering%%%

%%%Oops, saved too much! Added the issue in our wiki for later reference: http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Rendering%%%
Member

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
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Reference: blender/blender#25532
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