Adaptive subdiv + normal map renders black #49243

Closed
opened 2016-09-04 10:14:59 +02:00 by Piotr Adamowicz · 9 comments

System Information
Win 10, GF 780

Blender Version
Broken: 2.78 RC1
Worked: never

Short description of error
Objects using both a normal map and adaptive subdivision render as black.

Exact steps for others to reproduce the error

  1. Open attached .blend file
  2. Shift-Z

displacement_normal_fail.blend

**System Information** Win 10, GF 780 **Blender Version** Broken: 2.78 RC1 Worked: never **Short description of error** Objects using both a normal map and adaptive subdivision render as black. **Exact steps for others to reproduce the error** 1. Open attached .blend file 2. Shift-Z [displacement_normal_fail.blend](https://archive.blender.org/developer/F352553/displacement_normal_fail.blend)

Changed status to: 'Open'

Changed status to: 'Open'

Added subscriber: @MadMinstrel

Added subscriber: @MadMinstrel

Added subscriber: @MaiLavelle

Added subscriber: @MaiLavelle

Added subscriber: @brecht

Added subscriber: @brecht

This is a known limitation at the moment, marking as a To Do.

This is a known limitation at the moment, marking as a To Do.
Mai Lavelle self-assigned this 2016-09-04 19:49:06 +02:00
Member

Closed as duplicate of #49159

Closed as duplicate of #49159
Member

Hope to fix this soon, but I'm a bit curious why you need normal mapping in this file, doesn't displacement method "both" produce the correct result?

Hope to fix this soon, but I'm a bit curious why you need normal mapping in this file, doesn't displacement method "both" produce the correct result?

In this particular file, sure, "both" works.

Being able to use a separate normal map is important if you want to render game/realtime assets however. These are typically authored with separate normal and displacement maps and use straight tesselation instead of Catmull-Clark.

It's important that tesselation and displacement doesn't affect the normals when a normal map is used. A tangent space normal map should be applied against the basemesh normals, not the normals of a displaced mesh.

In this particular file, sure, "both" works. Being able to use a separate normal map is important if you want to render game/realtime assets however. These are typically authored with separate normal and displacement maps and use straight tesselation instead of Catmull-Clark. It's important that tesselation and displacement doesn't affect the normals when a normal map is used. A tangent space normal map should be applied against the basemesh normals, not the normals of a displaced mesh.

Added subscriber: @SteffenD

Added subscriber: @SteffenD
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Reference: blender/blender#49243
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