Problem with calculation of normals #66839
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Reference: blender/blender#66839
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System Information
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64
Blender Version
Broken: version: 2.80 (sub 74), branch: master, commit date: 2019-07-11 13:50, hash:
06312c6d2d
Worked: (optional)
Short description of error
when baking normal map from selected to active, texture looks correct, but resul in 3d viewport looks wrong in eevee and cycles too
Exact steps for others to reproduce the error
Sculpt_(Hi+Low)_ForBakeTest.blend
Added subscriber: @Serj_Coruzyak
Problem with unwraping or may be with calculation of normal mapto Problem with calculation of normal mapAdded subscriber: @NahuelBelich
if you use .png, remember to set the Color Space to "non color data" for normal maps.
This is also usually the case for metallic, roughness and other value based shader channels.
Changed status from 'Open' to: 'Resolved'
Wow thank you, sorry for that mistake. Earlier i try to setup normal map in beta from 6 july, i was checking color space box and it was disabled like on screen bellow, i dont know why. Now in RC1 i was forgot to check this box and it works, color space with non-color data was solve that problem in eevee. Many thanx.
Changed status from 'Resolved' to: 'Open'
Oh wait a moment, i was add standart primitive UV_Sphere in to scene, and in Cycles both UV_Sphere and my Lowpoly has some like stairs artifact from vertex normals and light calculation like on screen below.
Problem with calculation of normal mapto Problem with calculation of normalsAdded subscriber: @brecht
Changed status from 'Open' to: 'Archived'
That's not considered a bug currently, a fix towards that is in D4459.
As i understand that fix from march of 2019?
Screens from RC1
I see that problem with calculation of lights, on my home PC and on my work PC.
D4459 is not part of any release yet, it's a work in progress.
That good news, many thanx