Reflection anomaly when using Normal Map on Eevee #64103

Closed
opened 2019-05-03 13:11:06 +02:00 by Mark Stead · 4 comments

System Information
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.34

Blender Version
Broken: version: 2.80 (sub 60), branch: blender2.7, commit date: 2019-05-01 16:58, hash: a372e5e426
Worked: (optional)

Short description of error
[Please fill out a short description of the error here]
I have an Eevee scene where the floors are using a normal map. I've found that the reflections are distorted/twisted depending on the normal map strength value. It is most evident when using a relatively smooth/shiny surface, and particularly so because I have area lights in the windows.

Exact steps for others to reproduce the error
[Please describe the exact steps needed to reproduce the issue]
I've reproduced the problem in a simple scene with a plane for the floor, and an area light. I will supply two copies of the blend file, one with embedded textures (CC0) from Texture Haven. The other scene which demonstrates the problem best, requires a free file to be downloaded from Poliigon.
To demonstrate the problem, simply modify the normal map strength - by selecting and dragging left/right with the mouse.

[Based on the default startup or an attached .blend file (as simple as possible)]
This file has embedded Texture Haven images textures (downloaded from https://texturehaven.com/tex/?c=wood&t=brown_planks_09).
Normal Map Distortion, Texture Haven Maps.blend
This file is the one which requires a Poliigon normal map texture. The file can be downloaded from here for free (https://www.poliigon.com/texture/wood-flooring-044), and works best with a PNG, but I don't think the resolution is important.
Normal Map Distortion, Poliigon Normal Map.blend

When you load either file, you will need to switch to rendered view. The Plane object should be selected. Modify/drag the Normal Map strength in the Shader Editor window.

I've uploaded some videos and screen shots which show the problem to Google Photos.
https://photos.app.goo.gl/257E7pyCUkXrnpnu7

  • Item 1: Animation, Eevee 2.80, Normal Map Non-Color Data, Strength 0-2.mp4
    Rendered in Eevee with normal map strength being modified from 0 to 2.
    Eevee 2.80 Strength=0 Eevee 2.80, Normal Map Non-Color Data, Strength 0.jpg Eevee 2.80 Strength=1 Eevee 2.80, Normal Map Non-Color Data, Strength 1.jpg

  • Item 2: Animation, Cycles 2.80, Normal Map Non-Color Data, Strength 0-2.mp4
    The same as item 1, but rendered with Cycles in 2.80. As you can see there is no distortion of the light, and the surface bump simply gets stronger.
    Cycles 2.80 Strength=0 Cycles 2.80, Normal Map Non-Color Data, Strength 0.jpg Cycles 2.80 Strength=1 Cycles 2.80, Normal Map Non-Color Data, Strength 1.jpg

  • Item 3: Animation, Cycles 2.80, Normal Map Color Data, Strength 0-2.mp4
    Here I found a weird anomaly where if I erroneously set the image texture to Color Data (instead of Non-Color Data), then when I render with Cycles in 2.80 I get the same effect as I observed in Eevee.

  • Item 4: Animation, Cycles 2.79, Normal Map Color Data, Strength 0-2.mp4
    This is the same as item 3, but rendered in Cycles with 2.79b. When using Color Data, you get the same distortion.

  • Item 5: Animation, Eevee 2.80, Normal Map Color Data, Strength 0-2.mp4
    This is the same as item 3, but now rendered in Eevee. I think the distortion was more pronounced than when using Non-Color Data.

  • Item 6: Kitchen Living Movie 1.mkv
    This was the actual scene rendered in Eevee 2.80 where I observed the problem. Around 12 seconds in, you can see this weird diagonal line across the floor. This is actually the reflection of the window.

  • Item 7: Fly-through reflection problem.png
    This is a screen capture from the fly-through video in Item 6.
    Fly-through reflection problem.jpg

  • Item 8: Sitting room scene with combing artefacts due to normal map.png
    This is another room in the actual scene once again rendered in Eevee 2.80. I've highlighted a section on the floor where there is a secondary problem evident. Specifically if you view at 100% you can a series of lines which look like the combing effect you can get with interlaced video. These lines are actually the reflection of the wall/window in the floorboards.
    Sitting room scene with combing artefacts due to normal map.jpg

  • Item 9: Sitting room scene with with normal map deactivated.png
    This is the same scene as Item 8. The only difference here is that the normal map strength has been set to 0 (was 1). You can now clearly see the reflections of the windows, walls and mantelpiece, and the reflections are vertically below, not distorted to the side.
    Sitting room scene with with normal map deactivated.jpg

Thank you for your help.
Mark

**System Information** Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.34 **Blender Version** Broken: version: 2.80 (sub 60), branch: blender2.7, commit date: 2019-05-01 16:58, hash: `a372e5e426` Worked: (optional) **Short description of error** [Please fill out a short description of the error here] I have an Eevee scene where the floors are using a normal map. I've found that the reflections are distorted/twisted depending on the normal map strength value. It is most evident when using a relatively smooth/shiny surface, and particularly so because I have area lights in the windows. **Exact steps for others to reproduce the error** [Please describe the exact steps needed to reproduce the issue] I've reproduced the problem in a simple scene with a plane for the floor, and an area light. I will supply two copies of the blend file, one with embedded textures (CC0) from Texture Haven. The other scene which demonstrates the problem best, requires a free file to be downloaded from Poliigon. To demonstrate the problem, simply modify the normal map strength - by selecting and dragging left/right with the mouse. [Based on the default startup or an attached .blend file (as simple as possible)] This file has embedded Texture Haven images textures (downloaded from https://texturehaven.com/tex/?c=wood&t=brown_planks_09). [Normal Map Distortion, Texture Haven Maps.blend](https://archive.blender.org/developer/F7003117/Normal_Map_Distortion__Texture_Haven_Maps.blend) This file is the one which requires a Poliigon normal map texture. The file can be downloaded from here for free (https://www.poliigon.com/texture/wood-flooring-044), and works best with a PNG, but I don't think the resolution is important. [Normal Map Distortion, Poliigon Normal Map.blend](https://archive.blender.org/developer/F7003121/Normal_Map_Distortion__Poliigon_Normal_Map.blend) When you load either file, you will need to switch to rendered view. The Plane object should be selected. Modify/drag the Normal Map strength in the Shader Editor window. I've uploaded some videos and screen shots which show the problem to Google Photos. https://photos.app.goo.gl/257E7pyCUkXrnpnu7 * Item 1: Animation, Eevee 2.80, Normal Map Non-Color Data, Strength 0-2.mp4 Rendered in Eevee with normal map strength being modified from 0 to 2. Eevee 2.80 Strength=0 ![Eevee 2.80, Normal Map Non-Color Data, Strength 0.jpg](https://archive.blender.org/developer/F7003136/Eevee_2.80__Normal_Map_Non-Color_Data__Strength_0.jpg) Eevee 2.80 Strength=1 ![Eevee 2.80, Normal Map Non-Color Data, Strength 1.jpg](https://archive.blender.org/developer/F7003139/Eevee_2.80__Normal_Map_Non-Color_Data__Strength_1.jpg) * Item 2: Animation, Cycles 2.80, Normal Map Non-Color Data, Strength 0-2.mp4 The same as item 1, but rendered with Cycles in 2.80. As you can see there is no distortion of the light, and the surface bump simply gets stronger. Cycles 2.80 Strength=0 ![Cycles 2.80, Normal Map Non-Color Data, Strength 0.jpg](https://archive.blender.org/developer/F7003153/Cycles_2.80__Normal_Map_Non-Color_Data__Strength_0.jpg) Cycles 2.80 Strength=1 ![Cycles 2.80, Normal Map Non-Color Data, Strength 1.jpg](https://archive.blender.org/developer/F7003155/Cycles_2.80__Normal_Map_Non-Color_Data__Strength_1.jpg) * Item 3: Animation, Cycles 2.80, Normal Map Color Data, Strength 0-2.mp4 Here I found a weird anomaly where if I erroneously set the image texture to Color Data (instead of Non-Color Data), then when I render with Cycles in 2.80 I get the same effect as I observed in Eevee. * Item 4: Animation, Cycles 2.79, Normal Map Color Data, Strength 0-2.mp4 This is the same as item 3, but rendered in Cycles with 2.79b. When using Color Data, you get the same distortion. * Item 5: Animation, Eevee 2.80, Normal Map Color Data, Strength 0-2.mp4 This is the same as item 3, but now rendered in Eevee. I think the distortion was more pronounced than when using Non-Color Data. * Item 6: Kitchen Living Movie 1.mkv This was the actual scene rendered in Eevee 2.80 where I observed the problem. Around 12 seconds in, you can see this weird diagonal line across the floor. This is actually the reflection of the window. * Item 7: Fly-through reflection problem.png This is a screen capture from the fly-through video in Item 6. ![Fly-through reflection problem.jpg](https://archive.blender.org/developer/F7003174/Fly-through_reflection_problem.jpg) * Item 8: Sitting room scene with combing artefacts due to normal map.png This is another room in the actual scene once again rendered in Eevee 2.80. I've highlighted a section on the floor where there is a secondary problem evident. Specifically if you view at 100% you can a series of lines which look like the combing effect you can get with interlaced video. These lines are actually the reflection of the wall/window in the floorboards. ![Sitting room scene with combing artefacts due to normal map.jpg](https://archive.blender.org/developer/F7003179/Sitting_room_scene_with_combing_artefacts_due_to_normal_map.jpg) * Item 9: Sitting room scene with with normal map deactivated.png This is the same scene as Item 8. The only difference here is that the normal map strength has been set to 0 (was 1). You can now clearly see the reflections of the windows, walls and mantelpiece, and the reflections are vertically below, not distorted to the side. ![Sitting room scene with with normal map deactivated.jpg](https://archive.blender.org/developer/F7003183/Sitting_room_scene_with_with_normal_map_deactivated.jpg) Thank you for your help. Mark
Author

Added subscriber: @MarkStead-2

Added subscriber: @MarkStead-2
Clément Foucault was assigned by Sebastian Parborg 2019-05-06 14:31:43 +02:00

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

I think this was a duplicate of normal map color management discrepancy between cycles and eevee. Should work now.

I think this was a duplicate of normal map color management discrepancy between cycles and eevee. Should work now.
Author

Confirming that the problem is indeed fixed. Thanks for resolving this.

These images are using Eevee, with the normal strength set to 1.
Image 1: Kitchen/Living
Fixed 1.png
Image 2: Sitting
Fixed 2.png

Confirming that the problem is indeed fixed. Thanks for resolving this. These images are using Eevee, with the normal strength set to 1. Image 1: Kitchen/Living ![Fixed 1.png](https://archive.blender.org/developer/F7086564/Fixed_1.png) Image 2: Sitting ![Fixed 2.png](https://archive.blender.org/developer/F7086566/Fixed_2.png)
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Reference: blender/blender#64103
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