In Blender Internal texture baked wrong if you use shading node in materials #43274

Closed
opened 2015-01-16 11:00:12 +01:00 by 3dvits@gmail.com · 5 comments

System Information
All

Blender Version
Broken: All

Short description of error

Exact steps for others to reproduce the error

  1. Make new object, and UV-unwrap it.
  2. Make two materials with different diffuse colour.
  3. Make new image and draw mask using black and white colour.
  4. Apply one material to the object.
  5. Press button "User shader nodes to render the material".
  6. Add mix node, two material nodes and texture node with mask image.
  7. Connect Geometry->UV node to Vector input of Texture node.
  8. Connect two materials to Mix node inputs and Texture->color to factor input. Connect output of Mix node to Output node.
    If now turn on GLSL mode and switch Viewport Shading to Rendered mode, you must see mixed material.
  9. Go to Bake section of Render panel. Switch Bake Mode to Textures.
  10. Bake texture to new image.
    Baked texture will be wrong, it will contain color from only one material.
    The same problem with baking normals.
    Baking.blend
**System Information** All **Blender Version** Broken: All **Short description of error** **Exact steps for others to reproduce the error** 1) Make new object, and UV-unwrap it. 2) Make two materials with different diffuse colour. 3) Make new image and draw mask using black and white colour. 4) Apply one material to the object. 5) Press button "User shader nodes to render the material". 6) Add mix node, two material nodes and texture node with mask image. 7) Connect Geometry->UV node to Vector input of Texture node. 8) Connect two materials to Mix node inputs and Texture->color to factor input. Connect output of Mix node to Output node. If now turn on GLSL mode and switch Viewport Shading to Rendered mode, you must see mixed material. 9) Go to Bake section of Render panel. Switch Bake Mode to Textures. 10) Bake texture to new image. Baked texture will be wrong, it will contain color from only one material. The same problem with baking normals. [Baking.blend](https://archive.blender.org/developer/F137438/Baking.blend)

Changed status to: 'Open'

Changed status to: 'Open'

Added subscriber: @VitaliiShmorgun

Added subscriber: @VitaliiShmorgun

Added subscriber: @mont29

Added subscriber: @mont29

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Brecht Van Lommel self-assigned this 2015-03-10 00:43:24 +01:00

This issue is effectively unfixable without a major redesign of the Blender Internal material nodes. Render passes have this issue as well for the same reason, the only pass which is forwarded fully through the material nodes is the Combined pass, for all the other passes it uses the active material node, by design.

This is fixable by making closure based shading nodes like Cycles, or implementing some other render pass forwarding system in the material nodes, but that's outside the scope of this bug tracker, it's a major rewrite.

This issue is effectively unfixable without a major redesign of the Blender Internal material nodes. Render passes have this issue as well for the same reason, the only pass which is forwarded fully through the material nodes is the Combined pass, for all the other passes it uses the active material node, by design. This is fixable by making closure based shading nodes like Cycles, or implementing some other render pass forwarding system in the material nodes, but that's outside the scope of this bug tracker, it's a major rewrite.
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Reference: blender/blender#43274
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