Bump Map and Normal Map causes flat shading. #74367

Open
opened 2020-03-02 14:22:49 +01:00 by NXSK · 40 comments

System Information
Operating system: windows 10 1903
Graphics card: 1080ti * 2

Blender Version
Broken: 2.82.7 stable versioin

Short description of error
This issue appears both on eevee and cycles.
While using smooth shading, simply add a bump map and the shading lookes flattened.
smooth shading issue.jpg

This problem will occur on a high poly model if the camera is close enough.

Exact steps for others to reproduce the error
Bevel the cube with several segments and simply plug a bump map to the normal port of the shader node.

smooth shading issue.blend

**System Information** Operating system: windows 10 1903 Graphics card: 1080ti * 2 **Blender Version** Broken: 2.82.7 stable versioin **Short description of error** This issue appears both on eevee and cycles. While using smooth shading, simply add a bump map and the shading lookes flattened. ![smooth shading issue.jpg](https://archive.blender.org/developer/F8383487/smooth_shading_issue.jpg) This problem will occur on a high poly model if the camera is close enough. **Exact steps for others to reproduce the error** Bevel the cube with several segments and simply plug a bump map to the normal port of the shader node. [smooth shading issue.blend](https://archive.blender.org/developer/F8383496/smooth_shading_issue.blend)
Author

Added subscriber: @NXSK

Added subscriber: @NXSK

#104081 was marked as duplicate of this issue

#104081 was marked as duplicate of this issue

#103695 was marked as duplicate of this issue

#103695 was marked as duplicate of this issue

#102110 was marked as duplicate of this issue

#102110 was marked as duplicate of this issue

#94922 was marked as duplicate of this issue

#94922 was marked as duplicate of this issue

#74981 was marked as duplicate of this issue

#74981 was marked as duplicate of this issue
Member

Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke
Member

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'
Member

I'm not sure if this is a bug or limitation. Did this ever look differently?

I'm not sure if this is a bug or limitation. Did this ever look differently?
Author

In #74367#884221, @JacquesLucke wrote:
I'm not sure if this is a bug or limitation. Did this ever look differently?

I just tested with no bump or normal map. Smooth shading doesn't look absolutely smooth. Whatever auto smooth angle I set, there is still a bit of flat shading look. Even the model is subdivided (the mesh is dense enough), the flat shading look is still there.

FLAT.jpg
This is a single cube, I beveled all edges with 1 segment and 1 profile then subdivided it and set it to smooth shading.

> In #74367#884221, @JacquesLucke wrote: > I'm not sure if this is a bug or limitation. Did this ever look differently? I just tested with no bump or normal map. Smooth shading doesn't look absolutely smooth. Whatever auto smooth angle I set, there is still a bit of flat shading look. Even the model is subdivided (the mesh is dense enough), the flat shading look is still there. ![FLAT.jpg](https://archive.blender.org/developer/F8387591/FLAT.jpg) This is a single cube, I beveled all edges with 1 segment and 1 profile then subdivided it and set it to smooth shading.

Changed status from 'Needs User Info' to: 'Needs Triage'

Changed status from 'Needs User Info' to: 'Needs Triage'

Added subscribers: @brecht, @mano-wii

Added subscribers: @brecht, @mano-wii

@brecht, I can't tell if this is a Bug, Known Issue or intended.
Any light you can shed on this?

@brecht, I can't tell if this is a `Bug`, `Known Issue` or intended. Any light you can shed on this?

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

As the problem is seen in both Cycles and Eevee, I believe this is a Known Issue.
It doesn't seem to be something that can be resolved anytime soon.

As the problem is seen in both Cycles and Eevee, I believe this is a Known Issue. It doesn't seem to be something that can be resolved anytime soon.
Author

In #74367#889804, @mano-wii wrote:
@brecht, I can't tell if this is a Bug, Known Issue or intended.
Any light you can shed on this?

Small light makes this issue more obvious. With a HDRI the situation can be better but still can be noticable from a close look.

But eevee don't have the same issue. It works fine.

Thank you.

> In #74367#889804, @mano-wii wrote: > @brecht, I can't tell if this is a `Bug`, `Known Issue` or intended. > Any light you can shed on this? Small light makes this issue more obvious. With a HDRI the situation can be better but still can be noticable from a close look. But eevee don't have the same issue. It works fine. Thank you.

Added subscriber: @rowvn

Added subscriber: @rowvn

Added subscribers: @Vyach, @isshak, @iss

Added subscribers: @Vyach, @isshak, @iss

In #74367#890476, @mano-wii wrote:
As the problem is seen in both Cycles and Eevee, I believe this is a Known Issue.
It doesn't seem to be something that can be resolved anytime soon.

Sad. It closes big part of pipeline.

> In #74367#890476, @mano-wii wrote: > As the problem is seen in both Cycles and Eevee, I believe this is a Known Issue. > It doesn't seem to be something that can be resolved anytime soon. Sad. It closes big part of pipeline.

Added subscriber: @mmoeller

Added subscriber: @mmoeller

The differential https://developer.blender.org/D9833 should fix the flat shading artifacts when using the inputs "Geometry: Position" and "Texture Coordinate: Object" in Eevee and Cycles. The artifacts visible when using the "Texture Coordinate: Generated" input remain unfixed.

The differential https://developer.blender.org/D9833 should fix the flat shading artifacts when using the inputs "Geometry: Position" and "Texture Coordinate: Object" in Eevee and Cycles. The artifacts visible when using the "Texture Coordinate: Generated" input remain unfixed.

Added subscriber: @ktdfly

Added subscriber: @ktdfly

Added subscriber: @3di

Added subscriber: @3di

did anyone try @mmoeller 's patch with success? I'm still getting the faceting as soon as a bump node is attached.

image.png

did anyone try @mmoeller 's patch with success? I'm still getting the faceting as soon as a bump node is attached. ![image.png](https://archive.blender.org/developer/F9893433/image.png)

As there is a patch proposing a fix for this problem (D9833: Correct bump mapping for smooth normals), I don't see this as a Known Issue.
I was too hasty to set a subtype.

As there is a patch proposing a fix for this problem ([D9833: Correct bump mapping for smooth normals](https://archive.blender.org/developer/D9833)), I don't see this as a `Known Issue`. *I was too hasty to set a subtype.*

Added subscriber: @jankschmid

Added subscriber: @jankschmid
Member

Added subscriber: @PMA33

Added subscriber: @PMA33

"task closed as duplicate" but not sure that is a real duplicate, except if the problem is also linked to non coplanar faces. AO calculation is also affected, here on a single twisted cylinder compared to a normal cylinder. AO on twisted cylinder.jpg

"task closed as duplicate" but not sure that is a real duplicate, except if the problem is also linked to non coplanar faces. AO calculation is also affected, here on a single twisted cylinder compared to a normal cylinder. ![AO on twisted cylinder.jpg](https://archive.blender.org/developer/F13797038/AO_on_twisted_cylinder.jpg)

Added subscriber: @immeasurability

Added subscriber: @immeasurability
Member

Added subscribers: @tmp88, @PratikPB2123, @F_Scociety

Added subscribers: @tmp88, @PratikPB2123, @F_Scociety
Philipp Oeser removed the
Interest
Render & Cycles
label 2023-02-09 14:01:28 +01:00

Hello there!

This issue is not fixed yet?

This render is from 3.3 and the same in 4.0 alpha. Icosphere with auto schmooth applied and a simple noise textures as bump.
Any workaround for this?

Cheers,
oiver

Hello there! This issue is not fixed yet? This render is from 3.3 and the same in 4.0 alpha. Icosphere with auto schmooth applied and a simple noise textures as bump. Any workaround for this? Cheers, oiver

Hello there!

This issue is not fixed yet?

This render is from 3.3 and the same in 4.0 alpha. Icosphere with auto schmooth applied and a simple noise textures as bump.
Any workaround for this?

Cheers,
oiver

Cycles doesn't really support bump maps. Try using a normal map and you should be OK 👍

> Hello there! > > This issue is not fixed yet? > > This render is from 3.3 and the same in 4.0 alpha. Icosphere with auto schmooth applied and a simple noise textures as bump. > Any workaround for this? > > Cheers, > oiver Cycles doesn't really support bump maps. Try using a normal map and you should be OK 👍

The status of this issue here is set to "BUG", so I assume, it is an behavior, that is not intented to be that way.
Could anybody responsible reply to this please?

Thanks!

Cheers,
Oliver

The status of this issue here is set to "BUG", so I assume, it is an behavior, that is not intented to be that way. Could anybody responsible reply to this please? Thanks! Cheers, Oliver

Hello there!

This issue is not fixed yet?

This render is from 3.3 and the same in 4.0 alpha. Icosphere with auto schmooth applied and a simple noise textures as bump.
Any workaround for this?

Cheers,
oiver

Cycles doesn't really support bump maps. Try using a normal map and you should be OK 👍

If there'a a node to be found, people are going to use it in their node graphs and for rendering.

And really.....???
What renderer doesn't work with bump maps. These were developed over 45 years ago. Plenty of time to find its way into Cycles. No?

> > Hello there! > > > > This issue is not fixed yet? > > > > This render is from 3.3 and the same in 4.0 alpha. Icosphere with auto schmooth applied and a simple noise textures as bump. > > Any workaround for this? > > > > Cheers, > > oiver > > Cycles doesn't really support bump maps. Try using a normal map and you should be OK 👍 If there'a a node to be found, people are going to use it in their node graphs and for rendering. And really.....??? What renderer doesn't work with bump maps. These were developed over 45 years ago. Plenty of time to find its way into Cycles. No?

Sorry I meant to say it doesn't support them well. You can use them of course, but unless you have high subdivision or aren't close to the surface, then you're likely to get faceting. I find normal maps are less prone to issues. There is an option per object to smooth out shadows, but I'd rather poke sticks in my eyes than manually modify the shading for every object :)

Sorry I meant to say it doesn't support them well. You can use them of course, but unless you have high subdivision or aren't close to the surface, then you're likely to get faceting. I find normal maps are less prone to issues. There is an option per object to smooth out shadows, but I'd rather poke sticks in my eyes than manually modify the shading for every object :)

Thanks for clarification!
None the less, Blender and Cycles wants to be regarded as proffessional software and taken seriously by the industry. These "tiny" issues nobody seems to care of, are really a show stopper. Working around stuff you usually do a lot in Maya. This beeing an issue for over three years now. Pumping in more and more new features into Blender instead of fixing really broken things really is a bad thing.
There seems to be noone official for driving this kind of stuff forward...sigh...

Thanks for clarification! None the less, Blender and Cycles wants to be regarded as proffessional software and taken seriously by the industry. These "tiny" issues nobody seems to care of, are really a show stopper. Working around stuff you usually do a lot in Maya. This beeing an issue for over three years now. Pumping in more and more new features into Blender instead of fixing really broken things really is a bad thing. There seems to be noone official for driving this kind of stuff forward...sigh...

@owei I agree, that make blender looks as very unprofessional and raw tool... Sadly. And fixing that, should be as high priority, as fixing crashes. But looks like, nobody knows how to fix it all...

@owei I agree, that make blender looks as very unprofessional and raw tool... Sadly. And fixing that, should be as high priority, as fixing crashes. But looks like, nobody knows how to fix it all...

I get why youre frustrated about this. But Blender's ressources are limited, and they're trying to balance it with new shinny, which keep the program relevant, and von problem fixes. With the dev fund going down, i can imagine it’s even tougher to balance the resources.
And hey, since Blender is open-source, if a problem is really bugging people, anyone can pitch in and help improve it!

I get why youre frustrated about this. But Blender's ressources are limited, and they're trying to balance it with new shinny, which keep the program relevant, and von problem fixes. With the dev fund going down, i can imagine it’s even tougher to balance the resources. And hey, since Blender is open-source, if a problem is really bugging people, anyone can pitch in and help improve it!

This get´s a little OT:
Well, Soeren. I get your point. We can speculate, why it was no approached by now.

Just my 2 cents on this:
The Belnder development Fund raises nearly 140k $ a month. That should be enough to pay at least 10 senior Developers 100k a year each.

Keeping Blender relevant is in IMHO NOT due to pumping in new features, it´s about a good and almost bug-free foundation.
Unfortunately, I am not a programmer, so I can´t just hop in and fix stuff on my own. I am a professional 3D-Artist for more than 25 years now. Having tools that just work the way they should is absolutely crucial for professionals (...except for tool coming from AD, obviously ;)) Working around bugs is just the worst.

Some years ago, there was some effort to deal with long lasting bugs in Blender. Not being able to put a bump map on a low res mesh with "auto-shmooth-shading" enabled, SHOULD be considers as something serious, a least after more than 3 years.

This get´s a little OT: Well, Soeren. I get your point. We can speculate, why it was no approached by now. Just my 2 cents on this: The Belnder development Fund raises nearly 140k $ a month. That should be enough to pay at least 10 senior Developers 100k a year each. Keeping Blender relevant is in IMHO NOT due to pumping in new features, it´s about a good and almost bug-free foundation. Unfortunately, I am not a programmer, so I can´t just hop in and fix stuff on my own. I am a professional 3D-Artist for more than 25 years now. Having tools that just work the way they should is absolutely crucial for professionals (...except for tool coming from AD, obviously ;)) Working around bugs is just the worst. Some years ago, there was some effort to deal with long lasting bugs in Blender. Not being able to put a bump map on a low res mesh with "auto-shmooth-shading" enabled, SHOULD be considers as something serious, a least after more than 3 years.

there is a 'strength' option for normal maps - when we bake the normal maps ideally 1 strength should correlate to the appearance of the map being correct.

if this is not the case either baking, or display need amended.

there is a 'strength' option for normal maps - when we bake the normal maps ideally 1 strength should correlate to the appearance of the map being correct. if this is not the case either baking, or display need amended.
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Reference: blender/blender#74367
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