Baking overlapping geometry into a texture does not work with back-facing polygons #49393
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Reference: blender/blender#49393
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System Information
Windows 7 Pro (64 bit) and Windows 10 Pro (64 bit), Nvidia Geforce GTX 560 Ti
Blender Version
Broken: 2.77a and at least 2.76
Short description of error
I tried to bake a bunch of more or less randomly oriented polygons into a texture (diffuse color and normals). The resulting texture was "incomplete": polygons that were backfacing from the camera's point of view (correctly) occluded other polygons that were further away. But those occluding polygons did not create color output, the texture just contained the (transparent) background.
I simplified the problem to this scene setup:
The blue, green and red (only outline visible because of enabled backface culling) polygons are one object that I want to bake onto the white polygon.
This is my baking result:
The red polygon clearly blocks visibility to the green one, but actually does not show up in the baked texture.
I would expect one of the two following results:
The second case is what I actually want and it would be consistent with what the cycles renderer does (at least from what I noticed so far): ignoring the backfacing property and render the polygons from any direction.
Separating the three polygons, selecting them all and baking them does actually work as "expectation 1". The green polygon fills the entire inner part of the blue polygon, the red one is not visible at all.
Exact steps for others to reproduce the error
The objects should already be selected in the correct order for baking (red/green/blue polygons as "selected", the white polygon as "active").
In the UV/Image Editor at the top you should see the result I posted above.
Changed status to: 'Open'
Added subscriber: @tirbelain
Baking overlapping geometry into a texture does not work with back-facing poligonsto Baking overlapping geometry into a texture does not work with back-facing polygonsAdded subscribers: @dfelinto, @Sergey
@dfelinto, can you have a look here? Thanks! :)
I can confirm it, and I'm surprised about it. @tirbelain do you know if Blender Internal follows the same behaviour?
Just tested it and Blender Render does this correctly. The lower part is green, the upper part is red. Just as you would expect. Here's the result:
But actually the alpha channel is broken when performing a "Texture" baking. In the "Full Render", alpha is correct. But maybe there's something wrong with my setup...?
Under initial investigation the problem is before the baking itself. If I fill all the non -1 pixels I still get the "alpha" block in
RE_bake_pixels_populate_from_objects
.This issue was referenced by
8ced4417f9
Changed status from 'Open' to: 'Resolved'