Experimental Adaptive Tesselation + Normalmap results in black object
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Description

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

Sergey Sharybin (sergey) triaged this task as Normal priority.Aug 25 2016, 1:49 PM

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.

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).

Eh, guess this report is to be re-opened.