Artifacts during baking.
Multicolored dots and dashes. #42580
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Unbreak Now!
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Reference: blender/blender#42580
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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
Changed status to: 'Open'
Added subscriber: @Vik_zxl
Added subscriber: @JulianEisel
Sorry! Version 2.72
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 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
Added subscriber: @Sergey
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
chances are this got fixed with
cf178f71ac
, so might be worth testing againI 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
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.
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.
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.
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
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
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
Added subscriber: @dfelinto
@dfelinto, @Sergey, what's up with this? For me it really looks like a cornercase (even literally ;) ) we can't handle correctly.
@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.
Added subscriber: @Smjert
Tested this with Blender 2.90 (
2ee94c954d
) and I don't see this issue inStolik_work_3.blend
.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!