Artifacts during baking. Multicolored dots and dashes. #42580

Closed
opened 2014-11-12 15:15:31 +01:00 by Viktor · 31 comments

System Information
Operating system and graphics card
Windows 7
NVIDIA GeForce GTX 670

Blender Version
Broken: (example: 2.69.7 4b206af, see splash screen)
Worked: (optional)
Blender 7.2

Short description of error

When baking normal map artifacts appear in the form of dots and dashes but when I turn normal objects (low poly Hight and Cage) then the problem disappears. In this file, just put the render Cycles and click bake. And when the normal inward then all is well.
Stolik_work.zip

Bug.JPG

**System Information** Operating system and graphics card Windows 7 NVIDIA GeForce GTX 670 **Blender Version** Broken: (example: 2.69.7 4b206af, see splash screen) Worked: (optional) Blender 7.2 **Short description of error** When baking normal map artifacts appear in the form of dots and dashes but when I turn normal objects (low poly Hight and Cage) then the problem disappears. In this file, just put the render Cycles and click bake. And when the normal inward then all is well. [Stolik_work.zip](https://archive.blender.org/developer/F123468/Stolik_work.zip) ![Bug.JPG](https://archive.blender.org/developer/F123469/Bug.JPG)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @Vik_zxl

Added subscriber: @Vik_zxl
Dalai Felinto was assigned by Julian Eisel 2014-11-12 16:04:16 +01:00
Member

Added subscriber: @JulianEisel

Added subscriber: @JulianEisel
Author

Sorry! Version 2.72

Sorry! Version 2.72

Added subscriber: @AndyDavies-3

Added subscriber: @AndyDavies-3

I'm not sure I fully understand what you're reporting. Cage (or even the extrusion option) is exactly to handle special cases/artifacts. @AndyDavies-3 any thoughts here?

I'm not sure I fully understand what you're reporting. Cage (or even the extrusion option) is exactly to handle special cases/artifacts. @AndyDavies-3 any thoughts here?
Author

I have attached the file. In the file you just have to press and bake in the UV will be the normal map. On the normal map visible noise. I used to render Cycles. When I change the direction of the normals of objects Hight poly and Low poly and bake it the problem disappears and the noise does not appear.

I have attached the file. In the file you just have to press and bake in the UV will be the normal map. On the normal map visible noise. I used to render Cycles. When I change the direction of the normals of objects Hight poly and Low poly and bake it the problem disappears and the noise does not appear.

Hey guys,

I don't have much time atm, but I will make sure to have a look later tonight.

Cheers

Hey guys, I don't have much time atm, but I will make sure to have a look later tonight. Cheers

Added subscriber: @Sergey

Added subscriber: @Sergey

What's the status here?

What's the status here?

Sorry for the late reply! I have been checking this periodicity and havent had time to post.

As it stands I cannot see for sure why this is happening.

I cant see anything wrong with the set up in regards to the meshes having extra faces, verts or the cage etc. so in theory it should bake well enough and in fact bakes perfectly in xNormal (map attached). The high poly mesh does have a few ngons, but that shouldn't make much difference really.

When the high poly mesh is set to flat shaded the problem is resolved.

Blender must be doing something internally that is causing the baker to write incorrect values to the edges, but I have no idea what that could be at the moment.

I cant seem to upload files so I have linked from dropbox
https://dl.dropboxusercontent.com/u/2057427/Bug%20Reports/Blender/render_error_normals.png

Sorry for the late reply! I have been checking this periodicity and havent had time to post. As it stands I cannot see for sure why this is happening. I cant see anything wrong with the set up in regards to the meshes having extra faces, verts or the cage etc. so in theory it should bake well enough and in fact bakes perfectly in xNormal (map attached). The high poly mesh does have a few ngons, but that shouldn't make much difference really. When the high poly mesh is set to flat shaded the problem is resolved. Blender must be doing something internally that is causing the baker to write incorrect values to the edges, but I have no idea what that could be at the moment. I cant seem to upload files so I have linked from dropbox https://dl.dropboxusercontent.com/u/2057427/Bug%20Reports/Blender/render_error_normals.png
Member

chances are this got fixed with cf178f71ac, so might be worth testing again

chances are this got fixed with cf178f71ac, so might be worth testing again

I have no idea how the new hash system from Github works but I just tested with r5ea243b and the issue is still there.

Not sure if this a later build than the one you mentioned @JulianEisel

I have no idea how the new hash system from Github works but I just tested with r5ea243b and the issue is still there. Not sure if this a later build than the one you mentioned @JulianEisel
Member

Just try a build from buildbot

Just try a build from [buildbot ](https://builder.blender.org/download/)

In #42580#277869, @JulianEisel wrote:
Just try a build from buildbot

That was a build from Buildbot ;)

The problem I have is that the r version you mentioned and the one on the splash screen bear no resemblance to each other.

> In #42580#277869, @JulianEisel wrote: > Just try a build from [buildbot ](https://builder.blender.org/download/) That was a build from Buildbot ;) The problem I have is that the r version you mentioned and the one on the splash screen bear no resemblance to each other.
Member

That's no problem, the build from buildbot includes the fix I mentioned.

That's no problem, the build from buildbot includes the fix I mentioned.

Happy new year. I was away for the holidays as well and can now help looking at this too. @AndyDavies-3 the image you posted seems artifact-free. Am I missing something?

Edit/Update: your image is baked from xNormals, right? Let me investigate this then.

Happy new year. I was away for the holidays as well and can now help looking at this too. @AndyDavies-3 the image you posted seems artifact-free. Am I missing something? Edit/Update: your image is baked from xNormals, right? Let me investigate this then.

Attached is a simplified version of the original file (the mesh is still the same, I just purged the file from all unneeded objects): Stolik_work_2.blend

@Vik_zxl can you rephrase your original statement on how to 'fix'/workaround the bug? In other words, how to take the attached file and make it bake correctly.

The highpoly object is very dense, that may be the reason of the issue. Or the cage, though the cage seems fine.

Attached is a simplified version of the original file (the mesh is still the same, I just purged the file from all unneeded objects): [Stolik_work_2.blend](https://archive.blender.org/developer/F135472/Stolik_work_2.blend) @Vik_zxl can you rephrase your original statement on how to 'fix'/workaround the bug? In other words, how to take the attached file and make it bake correctly. The highpoly object is very dense, that may be the reason of the issue. Or the cage, though the cage seems fine.

Added subscriber: @zeauro

Added subscriber: @zeauro

It is difficult for any renderer to give correct representation of stretched faces.

Here, we are trying to represent several long stretched faces in a column of a larger of one pixel in baked image.

If faces of high poly mesh are cut to be less longer, it is easier for the renderer to do an average approximation of the result from more info.

Stolik_work_2_cutfix.blend

It is difficult for any renderer to give correct representation of stretched faces. Here, we are trying to represent several long stretched faces in a column of a larger of one pixel in baked image. If faces of high poly mesh are cut to be less longer, it is easier for the renderer to do an average approximation of the result from more info. [Stolik_work_2_cutfix.blend](https://archive.blender.org/developer/F135507/Stolik_work_2_cutfix.blend)

Blender internal bakes fine the original file (or rather: Stolik_work_2.blend), so (1) it may be something fixable; (2) you may not need the cage in this case (at least not for the bug report).

@Sergey what do you say? Is it a bug, or simply a "limitation"? Any clues on what may be causing this?

Blender internal bakes fine the original file (or rather: Stolik_work_2.blend), so (1) it may be something fixable; (2) you may not need the cage in this case (at least not for the bug report). @Sergey what do you say? Is it a bug, or simply a "limitation"? Any clues on what may be causing this?

A simplified version of the latest file, with the minimal part required to show the bug. As @zeauro pointed out, if you create edge loops in the highpoly mesh the issue disappears: Stolik_work_3.blend

A simplified version of the latest file, with the minimal part required to show the bug. As @zeauro pointed out, if you create edge loops in the highpoly mesh the issue disappears: [Stolik_work_3.blend](https://archive.blender.org/developer/F135530/Stolik_work_3.blend)
Author

buggggzzz.png

I downloaded your latest file. pressed to bake and this is what I was given. the problem remains. Of course if you put a bunch of flat and put it subdivisions blender can bake normal and subdivisoins give smoothing. But this is not the solution

![buggggzzz.png](https://archive.blender.org/developer/F135610/buggggzzz.png) I downloaded your latest file. pressed to bake and this is what I was given. the problem remains. Of course if you put a bunch of flat and put it subdivisions blender can bake normal and subdivisoins give smoothing. But this is not the solution
Member

Added subscriber: @dfelinto

Added subscriber: @dfelinto
Member

@dfelinto, @Sergey, what's up with this? For me it really looks like a cornercase (even literally ;) ) we can't handle correctly.

@dfelinto, @Sergey, what's up with this? For me it really looks like a cornercase (even literally ;) ) we can't handle correctly.
Member

@dfelinto, @Sergey, asking again... bug or hardly fixable cornercase?

@dfelinto, @Sergey, asking again... bug or hardly fixable cornercase?

The issue is caused by lack of accuracy in BLI_bvhtree, which misses some intersections (empty pixels in output) and causes artifacts (mainly when it records wrong intersection).

We'll be doing various improvements to BLI_bvh as a part of boolean operations support in bmesh rather soon, would be a nice reference for the new implementation check.

For until then i wouldn't consider it's a bug, just a limitation of current BVH.

The issue is caused by lack of accuracy in BLI_bvhtree, which misses some intersections (empty pixels in output) and causes artifacts (mainly when it records wrong intersection). We'll be doing various improvements to BLI_bvh as a part of boolean operations support in bmesh rather soon, would be a nice reference for the new implementation check. For until then i wouldn't consider it's a bug, just a limitation of current BVH.
Dalai Felinto was unassigned by Sergey Sharybin 2015-03-09 11:40:52 +01:00
Sergey Sharybin self-assigned this 2015-03-09 11:40:52 +01:00

Added subscriber: @Smjert

Added subscriber: @Smjert

Tested this with Blender 2.90 (2ee94c954d) and I don't see this issue in Stolik_work_3.blend.

Tested this with Blender 2.90 (2ee94c954d6700a45fde320f330964bcf1888545) and I don't see this issue in `Stolik_work_3.blend`.

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'

The issue is old and does not happen anymore. Also, not really something I am currently actively looking into.

If the issue still happens please submit a new report!

The issue is old and does not happen anymore. Also, not really something I am currently actively looking into. If the issue still happens please submit a new report!
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
7 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#42580
No description provided.