Bake's Ray Distance only considers one side of the face #66438
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Reference: blender/blender#66438
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System Information
Operating system: Linux-4.13.10-041310-generic-x86_64-with-debian-stretch-sid 64 Bits
Graphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.67
Blender Version
Broken: version: 2.80 (sub 74), branch: master, commit date: 2019-07-02 22:33, hash:
50ccbe6bb2
Short description of error
video demo
When trying to bake a normal mapped plane, or full geometry to another object, the bake will 'go through to the other side'
Unless a solidify mod is added to the active.
This is because 'Ray Distance' affects only one side of the face.
Exact steps for others to reproduce the error
baking_requires_solidify.blend
Added subscriber: @MACHIN3
#90069 was marked as duplicate of this issue
#62422 was marked as duplicate of this issue
baking to another object - as demnstrated in this case - requires a solidify mod on the active?to baking to another object - at least as demonstrated in this case - requires a solidify mod on the active?Added subscriber: @ZedDB
It seems like the ray distance is not working.
@MACHIN3 can you test with 2.79? To determine if this was introduced in 2.80 or was ever there? (the best sample files in this case are the ones that were created in 2.79 in fact).
@dfelinto
Looks like there are similar, and more issues in 2.79: baking_requires_solidify_279_2.blend
This must have been why I've baked in Blender Internal in 2.79.
So, I'm glad that - with BI removed - the decal/planea ctually does bake now in cycles!
Added subscriber: @dfelinto
Added subscriber: @mano-wii
I can confirm.
My suspicion that for the negative side of the face, the distance is also negative and therefore always less than the "Ray Distance".
https://docs.blender.org/manual/en/dev/render/cycles/baking.html#selected-to-active
baking to another object - at least as demonstrated in this case - requires a solidify mod on the active?to Bake's Ray Distance only considers one side of the faceAdded subscribers: @Vyach, @EllJNidan, @IngmarFranz
poke
Added subscriber: @MikeCroswell
Also, can the output of the normal map only include legitimate colors when using Selected To Active? I would like to work review on this code but very new to this developer group.
So, issue #62422 had gotten merged with this one, but then it got unmerged again. It seems very closely related to me. @ZedDB committed a fix, and @Vyach says it works now:
27cac4a102
Can anyone tell whether this one is resolved as well? @MACHIN3? @mano-wii? Two reports for the price of one?
@EllJNidan
Now it is possible to bake details separate with new setting, but together they give weird result, that I can`t explain.
Anybody can do it?
2020-05-23_19-46-12.mp4
@Vyach: That's strange. It looks like the cube is baking the normals for the decal, but a different render pass for the pyramid? The color of the white region; is that white color coming from the selected pyramid somehow, or from the active cube? Does it make a difference if you change the color of the cube -- does the white patch in the baked image change color, too? What if you select the decal first, then the pyramid, then the cube -- does the white patch still render under the pyramid, or does it move to the decal region?
@EllJNidan
It looks like we dug out new bug under old one :)
New tests and new simple file for tests.
bbt.blend
2020-05-24_12-56-16.mp4
Added subscriber: @Ishaqalasyja
Added subscriber: @ParallelMayhem
Added subscriber: @Nominous