Shading bug; normal map with generated texture coordinates #53778

Closed
opened 2018-01-13 20:25:54 +01:00 by Alexey · 7 comments

System Information
Operating system and graphics card

Blender Version
Broken: (All)
Worked: (None)

Short description of error
This bug is active for material and rendered shading modes, in render result too.
1.Delete cube, add plane, add material to plane
2.Add normal map texture to material, select 'Generated' texture coordinates
3.Go to "object data" region, and try to add and delete UV-map - we will see change shading
This bug is active for all modes(object, edit, vertex paint, weight paint, texture paint, hair brush(if we have hair on object))

Exact steps for others to reproduce the error
shading.blend
Open file, try to add and delete UV map - we will see change shading
Repeat for edit, object, sculpt, wertex,texture,weight paint modes. Add hair, go to hair brush mode, repeat it.
Adn we will see unneed change shading in all this modes.

**System Information** Operating system and graphics card **Blender Version** Broken: (All) Worked: (None) **Short description of error** This bug is active for material and rendered shading modes, in render result too. 1.Delete cube, add plane, add material to plane 2.Add normal map texture to material, select 'Generated' texture coordinates 3.Go to "object data" region, and try to add and delete UV-map - we will see change shading This bug is active for all modes(object, edit, vertex paint, weight paint, texture paint, hair brush(if we have hair on object)) **Exact steps for others to reproduce the error** [shading.blend](https://archive.blender.org/developer/F1817424/shading.blend) Open file, try to add and delete UV map - we will see change shading Repeat for edit, object, sculpt, wertex,texture,weight paint modes. Add hair, go to hair brush mode, repeat it. Adn we will see unneed change shading in all this modes.
Author

Added subscriber: @Inwader77

Added subscriber: @Inwader77

Added subscriber: @aakashkt0

Added subscriber: @aakashkt0

If I have understood right, the "Generated" UV co-ordinates is not generating the right UV map. I think it inverts the map.
And for some reason, adding a UV map makes it use the right one (even though unwrapping should not affect it, since the "Generated" option is selected).
Can any one confirm this?
I would like to work on this bug, as my first commit to blender. Some pointers on how to proceed would be great :)

If I have understood right, the "Generated" UV co-ordinates is not generating the right UV map. I think it inverts the map. And for some reason, adding a UV map makes it use the right one (even though unwrapping should not affect it, since the "Generated" option is selected). Can any one confirm this? I would like to work on this bug, as my first commit to blender. Some pointers on how to proceed would be great :)

Added subscriber: @brecht

Added subscriber: @brecht

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Brecht Van Lommel self-assigned this 2018-01-14 22:20:46 +01:00

Thanks for offering help, but Blender Internal is planned to be removed in Blender 2.80 so there is not much point in working on this.

What is most likely happening is that it is always generating the tangents from the UV map. If that is good behavior or not is debatable, it's pretty standard behavior in multiple renderers though. Since changing this would break backwards compatibility which we don't do in bugfix releases, it's not so useful to work on this.

Thanks for offering help, but Blender Internal is planned to be removed in Blender 2.80 so there is not much point in working on this. What is most likely happening is that it is always generating the tangents from the UV map. If that is good behavior or not is debatable, it's pretty standard behavior in multiple renderers though. Since changing this would break backwards compatibility which we don't do in bugfix releases, it's not so useful to work on this.

In #53778#479196, @brecht wrote:
Thanks for offering help, but Blender Internal is planned to be removed in Blender 2.80 so there is not much point in working on this.

What is most likely happening is that it is always generating the tangents from the UV map. If that is good behavior or not is debatable, it's pretty standard behavior in multiple renderers though. Since changing this would break backwards compatibility which we don't do in bugfix releases, it's not so useful to work on this.

Oh, did not know about Blender internal being removed in 2.8 .
As a user, was hoping that Cycles would be default, and great that it is happening!

> In #53778#479196, @brecht wrote: > Thanks for offering help, but Blender Internal is planned to be removed in Blender 2.80 so there is not much point in working on this. > > What is most likely happening is that it is always generating the tangents from the UV map. If that is good behavior or not is debatable, it's pretty standard behavior in multiple renderers though. Since changing this would break backwards compatibility which we don't do in bugfix releases, it's not so useful to work on this. Oh, did not know about Blender internal being removed in 2.8 . As a user, was hoping that Cycles would be default, and great that it is happening!
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Reference: blender/blender#53778
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