Normals corrupted (?) when packing external files #50280
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Reference: blender/blender#50280
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System Information
Windows 10, 64bit
32GB RAM
nVidia GTX 980
Intel i7 3940k
Blender Version
Broken: 2.78a
Short description of error
When using the node group included in the .blend and packing external files, somehow the model or the textures/material/normals or something else get corrupted (affecting normals, especifically) and the only way to make it work again is appending the node group into a new .blend and load the textures again. Even in a new file, if textures are packed again, the problem also appears. I've noticed that it doesn't happen directly, only after saving and reloading the file. Attaching images with correct/incorrect result and .blend. (Looks like a problem with the normals, other textures look correct, but normals get messed up. Recalculating normals doesn't solve the problem).
Exact steps for others to reproduce the error
PBR.blend
Corrupted Result:
Expected Result:
Changed status to: 'Open'
Added subscriber: @OliverVillar
Added subscriber: @Sergey
What are the steps of reproducing the error with your .blend file? Opening it, unpacking files, re-opening and render gives exactly the same result as original file from you.
Also, it would help if you simplify shaders before submitting a bug report.
The .blend file attached is the corrupted one (can't possibly pack the textures without corrupting it). To try it, follow the steps described in the report, first appending the PBR_Hybrid node group included in a new .blend.
I didn't modify the shader because I only experienced this problem with this particular combination of nodes, so I thought I'd keep it as is. However, it's most probably something with the normals, as disabling normal maps everything looks good (but again: the problem with the normals only happens after the external files have been packed, the file is saved, and the .blend is loaded again).
If you need a more thorough explanation I could record a video showcasing the problem so you can assess better what may be going on.
You can use relative image path and pack everything to .zip archive.
We need to minimize shader in order to troubleshoot it anyway. You have more or less clue how it works and can reproduce the error easily. It is just much more efficient if you minimize the shader rather than that will be doing 1.5 people who currently does the bug tracker.
Don't see how the normals could be a problem, they are generated from geometry and not stored in the file.
What is also unclear is what is the exact problem you're pointing by the images? The first image being less glossy? Or difference in the "dirt" islands?
Videos are useless, just provide very simple file which demonstrates the particular problem, without any other possible variables interfering the troubleshooting process.
Added subscriber: @Blendify
Changed status from 'Open' to: 'Archived'
No news in over a week... closing