Windows 7 Pro (64 bit) and Windows 10 Pro (64 bit), Nvidia Geforce GTX 560 Ti
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 red backfacing polygon being completely ignored by the baking, hence the green polygon should be fully visible
- the red backfacing polygon is not ignored by the baking, hence it should be visible in the upper part of the baking result
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
- Open this blend file:
- In the Render settings, hit the "Bake" button.
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.