Experimental Adaptive Tesselation + Normalmap results in black object #49159
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Reference: blender/blender#49159
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Win 10 x64
Nvidia GeForce GTX 960M
bfc5a94
Testing out the experimental geometry tesselation I found that using the tesselation in combination with a normal map results in an completely black object. I'm not sure if it is supposed to work this way, but I'm certain that it is not..
Open the .blend and enable viewport rendering
Or from a blank scene:
Enable experimental feature set->add material to default cube-> in the material settings under displacement set to true or both->add subsurf modifier and set to adaptive->add a normal map in the node editor, plug it into a normal map node and plug that output into the normal slot of the shader
Bugreport.blend
Changed status to: 'Open'
Added subscriber: @michaellackner
#53147 was marked as duplicate of this issue
#50610 was marked as duplicate of this issue
#49472 was marked as duplicate of this issue
#49243 was marked as duplicate of this issue
Added subscribers: @MadMinstrel, @MaiLavelle, @brecht
Added subscriber: @PratyakshGaur
Added subscribers: @Blendify, @QuentinSteinke, @Syntex3D, @Mordicus
Added subscriber: @PawelWesolowski
Added subscriber: @mikey90827
This happens for me as well, but if I change the normal map node from "tangent space" to "object space", the problem goes away.
I have no idea what the difference between the two settings are though.
EDIT: It seems I'm also able to get the black effect without adding normal map at all. Trying to figure out why, but when switching from "Catmull Clark" to "Simple", it also begins to happen.
Added subscriber: @SteffenD
Added subscriber: @MichelAnders
Added subscriber: @StephenHamacek
Added subscribers: @JamesBird, @zeauro
This issue was referenced by blender/cycles@56d9cf83f4
This issue was referenced by
cc64872b88
Changed status from 'Open' to: 'Resolved'
Changed status from 'Resolved' to: 'Open'
There's still some more work needed, n-gon support, and perhaps using the limit tangents. There's a few different cases that we may want to be compatible with that have different requirements (Blender baking of high poly, rendering low poly baked model, vector displacement maps from various software).
Changed status from 'Open' to: 'Resolved'
Added subscriber: @Sergey
Changed status from 'Resolved' to: 'Open'
Eh, guess this report is to be re-opened.
Added subscriber: @Balse
Added subscriber: @lemenicier_julien
Added subscriber: @PetterLundh
Changed status from 'Confirmed' to: 'Archived'
Arching this task, this is listed as a To Do in #53901 (Cycles adaptive subdivision tasks).