Incorrect reflections in fresnel node with flipped normals. #46115

Closed
opened 2015-09-14 22:12:38 +02:00 by stanislav · 16 comments

Windows 7 x64 SP1
Core i5 2500
Quadro 600
Blender 2.75a

CPU render
Model imported from Rhinoceros 3d with FBX (same trouble with OBJ files).
I want to do the car paint shader with Fresnel node.
Blender objects have good reflections (see helmets).

2015-09-14 22 56 36.png

Windows 7 x64 SP1 Core i5 2500 Quadro 600 Blender 2.75a CPU render Model imported from Rhinoceros 3d with FBX (same trouble with OBJ files). I want to do the car paint shader with Fresnel node. Blender objects have good reflections (see helmets). ![2015-09-14 22 56 36.png](https://archive.blender.org/developer/F233320/2015-09-14_22_56_36.png)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @stanislavmarchevsky

Added subscriber: @stanislavmarchevsky

Added subscriber: @marcog

Added subscriber: @marcog

Check normals. Most likely they are inverted

Check normals. Most likely they are inverted
Author

reflections are not the same in both normal directions?

reflections are not the same in both normal directions?

Added subscriber: @mont29

Added subscriber: @mont29

Please follow our submission template and guidelines and make a complete, valid bug report, with required info, precise description of the issue, precise steps to reproduce it, small and simple .blend and/or other files to do so if needed, etc.

Please follow our submission template and guidelines and make a complete, valid bug report, with required info, precise description of the issue, precise steps to reproduce it, **small and simple** .blend and/or other files to do so if needed, etc.
Author

I want to use Blender in rendering for industrial design objects. Before I used Maxwell.

I have some inconvenience:

  1. Why reflection in fresnel node are not the same in both normal directions? It`s physically based render.
  2. Why, flipping normals, Blender recalculate them? You can see, good normals and bad recalculated by Blender. Screenshot: 2015-09-15 00 35 08.png

Blend file is here tires-normal.blend

Thanks.

I want to use Blender in rendering for industrial design objects. Before I used Maxwell. I have some inconvenience: 1. Why reflection in fresnel node are not the same in both normal directions? It`s physically based render. 2. Why, flipping normals, Blender recalculate them? You can see, good normals and bad recalculated by Blender. Screenshot: ![2015-09-15 00 35 08.png](https://archive.blender.org/developer/F233328/2015-09-15_00_35_08.png) Blend file is here [tires-normal.blend](https://archive.blender.org/developer/F233327/tires-normal.blend) Thanks.
Member

Added subscriber: @Blendify

Added subscriber: @Blendify

Well… Main issue here is, why does your model comes with flipped normals?

That said, 'filp normals' tool does not yet support custom normals (it merely reverse the winding of faces and recompute face and vertex normals). This is more a TODO than a bug really, but it should not be that hard to implement, will give it a try.

Well… Main issue here is, why does your model comes with flipped normals? That said, 'filp normals' tool does not yet support custom normals (it merely reverse the winding of faces and recompute face and vertex normals). This is more a TODO than a bug really, but it should not be that hard to implement, will give it a try.
Bastien Montagne self-assigned this 2015-09-15 09:51:09 +02:00
Author

Thanks :)

I know, how to flip normals in Rhinoceros. But you import the model, then transform it, and than you see, that normals are flipped... :(

Importing models in other renders, as Octane, Arion, Maxwell, Indigo there is no trouble, because reflections are the same in both directions. When I use fresnel reflection in Blender - there is differrence in reflecvtion function, and it depends on normal direction.

Thanks :) I know, how to flip normals in Rhinoceros. But you import the model, then transform it, and than you see, that normals are flipped... :( Importing models in other renders, as Octane, Arion, Maxwell, Indigo there is no trouble, because reflections are the same in both directions. When I use fresnel reflection in Blender - there is differrence in reflecvtion function, and it depends on normal direction.

Added subscriber: @Sergey

Added subscriber: @Sergey

Well, I do not have knowledge here to judge Fresnell reflection behavior, we should summon @Sergey here for that. ;)

As for flipping custom normals, in fact current Blender op operates in Edit mode, where clnors are not handled. Will try to make a temp solution with a py script for now, supporting some custom normal editing in Edit mode is really a TODO currently.

Well, I do not have knowledge here to judge Fresnell reflection behavior, we should summon @Sergey here for that. ;) As for flipping custom normals, in fact current Blender op operates in Edit mode, where clnors are not handled. Will try to make a temp solution with a py script for now, supporting some custom normal editing in Edit mode is really a TODO currently.
Bastien Montagne changed title from Incorrect reflections in fresnel node. to Incorrect reflections in fresnel node with flipped normals. 2015-09-15 11:57:27 +02:00
Bastien Montagne removed their assignment 2015-09-15 11:57:27 +02:00
Sergey Sharybin was assigned by Bastien Montagne 2015-09-15 11:57:27 +02:00

Added a new addon (custom normals tools), which contains an operator to flip custom mesh normals, cannot do more for now. Reassigning the task to Sergey, since the Fresnel with flipped normals is its area. ;)

Added a new addon (custom normals tools), which contains an operator to flip custom mesh normals, cannot do more for now. Reassigning the task to Sergey, since the Fresnel with flipped normals is its area. ;)

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'

Fresnel term will depend on whether ray enters or leaves the medium and Cycles uses normal direction to check this. That being said you can't really expect render result of original tire and tire after flipping normals to be the same.

So thanks for the report, but it seems to behave exactly as it's expected currently.

Fresnel term will depend on whether ray enters or leaves the medium and Cycles uses normal direction to check this. That being said you can't really expect render result of original tire and tire after flipping normals to be the same. So thanks for the report, but it seems to behave exactly as it's expected currently.
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Reference: blender/blender#46115
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