"Regression" : Using normal or bump maps in cycles produces flat washed-out shading (caused by terminator softening) #74517

Closed
opened 2020-03-07 05:20:46 +01:00 by Andrew Grabko · 28 comments

System Information
Operating system: Windows 10 x64
Graphics card: GeForce GTX 1660 Dual OC

Blender Version
Broken: 2.81, 2.82, 2.83 from 2020-03-06 22:46
Worked: 2.80

Caused by c3be14e151

Short description of error
Using normal or bump maps in cycles produces flat washed-out results comparing to EEVEE.
The bug also appears in the latest 2.83 build, it affects both Diffuse and Principled Shader but not Glossy.
Normal Map and Bump nodes seem to produce identical results with the 2.80 version, so the problem lies with the Shader node itself.
comparision.png

Exact steps for others to reproduce the error
bug_report.blend

  1. Open file
  2. Switch to Rendered viewport shading
**System Information** Operating system: Windows 10 x64 Graphics card: GeForce GTX 1660 Dual OC **Blender Version** Broken: 2.81, 2.82, 2.83 from 2020-03-06 22:46 Worked: 2.80 Caused by c3be14e151 **Short description of error** Using normal or bump maps in cycles produces flat washed-out results comparing to EEVEE. The bug also appears in the latest 2.83 build, it affects both Diffuse and Principled Shader but not Glossy. Normal Map and Bump nodes seem to produce identical results with the 2.80 version, so the problem lies with the Shader node itself. ![comparision.png](https://archive.blender.org/developer/F8392862/comparision.png) **Exact steps for others to reproduce the error** [bug_report.blend](https://archive.blender.org/developer/F8392883/bug_report.blend) 1. Open file 2. Switch to Rendered viewport shading
Author

Added subscriber: @ttrevan

Added subscriber: @ttrevan
Andrew Grabko changed title from Cycles to Using normal or bump maps in cycles produces flat washed-out 2020-03-07 05:21:05 +01:00
Andrew Grabko changed title from Using normal or bump maps in cycles produces flat washed-out to Using normal or bump maps in cycles produces flat washed-out shading 2020-03-07 05:21:21 +01:00
Author

If the same bump map used as an input to Displacement Node in Bump Only mode, shading works correctly
2.82_displ_comb.png

If the same bump map used as an input to Displacement Node in Bump Only mode, shading works correctly ![2.82_displ_comb.png](https://archive.blender.org/developer/F8393089/2.82_displ_comb.png)

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

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

Added subscribers: @LukasStockner, @lichtwerk

Added subscribers: @LukasStockner, @lichtwerk
Member

Caused by c3be14e151.
Interesting that the old codepath is still present for Displacement in bump-only mode...

Not sure if this is to be expected? So it is just a compromise? Should it be optional?

CC @LukasStockner

Caused by c3be14e151. Interesting that the old codepath is still present for Displacement in bump-only mode... Not sure if this is to be expected? So it is just a compromise? Should it be optional? CC @LukasStockner

Added subscriber: @Vyach

Added subscriber: @Vyach

Same problem
displacement + bump
37155643.jpg

Only Displacement
37160244.jpg

Same problem displacement + bump ![37155643.jpg](https://archive.blender.org/developer/F8516682/37155643.jpg) Only Displacement ![37160244.jpg](https://archive.blender.org/developer/F8516681/37160244.jpg)

Added subscriber: @DraX

Added subscriber: @DraX

Hello, I have this same problem in 3.0. :(
Also if insert a mapping node cycles just can't see any normal info anymore but EEVEE looks fine.

Hello, I have this same problem in 3.0. :( Also if insert a mapping node cycles just can't see any normal info anymore but EEVEE looks fine.

Added subscriber: @thinsoldier

Added subscriber: @thinsoldier

Same problem exists in 3.1 and 3.2

Same problem exists in 3.1 and 3.2

Added subscriber: @Dawe69

Added subscriber: @Dawe69

Added subscriber: @Harvester

Added subscriber: @Harvester

Added subscriber: @Memento

Added subscriber: @Memento

Added subscriber: @AndreasResch

Added subscriber: @AndreasResch

Added subscriber: @scopelma

Added subscriber: @scopelma

I made corner case example, may be this will allow to assume what happens with normals.
2022-09-04_09-43-12.mp4
no zero normal.blend

I made corner case example, may be this will allow to assume what happens with normals. [2022-09-04_09-43-12.mp4](https://archive.blender.org/developer/F13457783/2022-09-04_09-43-12.mp4) [no zero normal.blend](https://archive.blender.org/developer/F13457793/no_zero_normal.blend)

Added subscriber: @henmachuca

Added subscriber: @henmachuca

Same problem in 3.2.
Is there a solution or work around?

Same problem in 3.2. Is there a solution or work around?

Added subscriber: @SteffenD

Added subscriber: @SteffenD
Philipp Oeser removed the
Interest
Render & Cycles
label 2023-02-09 14:01:28 +01:00

Has this issue been addressed?

Has this issue been addressed?

I have to bump this thread as it is really annoying to only use the displacement node. Especially when mixing shaders. its still a problem! even in 4.0 Alpha... If We can get a note, if this bug will be addressed? pleas let us know

best
Daniel

I have to bump this thread as it is really annoying to only use the displacement node. Especially when mixing shaders. its still a problem! even in 4.0 Alpha... If We can get a note, if this bug will be addressed? pleas let us know best Daniel

Developers, please, fix such essential/core issues. It is much more important than any new feature, because it affects most of blender users. It affects those, who make game assets in Blender and roll big market. And issues with normals exists YEARS. It is not okay for work and for reputation of software among professionals.

Developers, please, fix such essential/core issues. It is much more important than any new feature, because it affects most of blender users. It affects those, who make game assets in Blender and roll big market. And issues with normals exists YEARS. It is not okay for work and for reputation of software among professionals.
Philipp Oeser changed title from Using normal or bump maps in cycles produces flat washed-out shading to "Regression" : Using normal or bump maps in cycles produces flat washed-out shading (caused by terminator softening) 2023-05-30 20:30:16 +02:00
Member

For the record: This is/was not a bug, the normal correction was deliberately added and is working as intended.

For cases where it is not desired, 4.1 now has a "Bump Map Correction" option in material settings that you can disable to get uncorrected normals.

For the record: This is/was not a bug, the normal correction was deliberately added and is working as intended. For cases where it is not desired, 4.1 now has a "Bump Map Correction" option in material settings that you can disable to get uncorrected normals.
Blender Bot added
Status
Archived
and removed
Status
Confirmed
labels 2024-04-01 20:46:53 +02:00

Hi @LukasStockner, I understand that this was deliberate, but can you explain why? What's the use case where someone would want flat washed-out shading that's inconsistent with EEVEE?

Hi @LukasStockner, I understand that this was deliberate, but can you explain why? What's the use case where someone would want flat washed-out shading that's inconsistent with EEVEE?
Member

Hi @LukasStockner, I understand that this was deliberate, but can you explain why? What's the use case where someone would want flat washed-out shading that's inconsistent with EEVEE?

Normal maps, and more generally shading normals that deviate from the geometric normal, are a nonphysical hack that can cause all sorts of issues in physically-based renderers.

In this case, for specular/glossy BSDFs they cause black spots in reflections, and for diffuse BSDFs they cause inconsistent light falloff and an overly pronounced shadow terminator.

In the end, it's always a tradeoff, and in some cases you might want to ignore those issues and just use the normal map directly. However, if we do that, we get bug reports complaining about those other issues 😅 So, the default is to be safe, and (as of 4.1) allow users to override it if needed/wanted.

> Hi @LukasStockner, I understand that this was deliberate, but can you explain why? What's the use case where someone would want flat washed-out shading that's inconsistent with EEVEE? Normal maps, and more generally shading normals that deviate from the geometric normal, are a nonphysical hack that can cause all sorts of issues in physically-based renderers. In this case, for specular/glossy BSDFs they cause black spots in reflections, and for diffuse BSDFs they cause [inconsistent light falloff and an overly pronounced shadow terminator](https://www.yiningkarlli.com/projects/shadowterminator/shadow_terminator_notes.pdf). In the end, it's always a tradeoff, and in some cases you might want to ignore those issues and just use the normal map directly. However, if we do that, we get bug reports complaining about those other issues 😅 So, the default is to be safe, and (as of 4.1) allow users to override it if needed/wanted.

We've recently had a discussion about the on the Blenderartist forum where we compared the results of the Bump node, the Displacement (Bump Only) node and Octane Render. The Bump node results didn't look great - they were flat and washed out. Usually the Displacement (Bump Only) results looked much better, but lacked some overall falloff smoothness in a few cases. So none of the two version were completely satisfying. The Octane Render results looked better overall with tackling all the test scenes very well.

Maybe Lukas can take a look at that and share his insight about it. That would be nice. Here's the link to the discussion ... https://blenderartists.org/t/bump-node-vs-displacement-node-bump-only/1521604/1

All tests were done in Blender 4.1.

We've recently had a discussion about the on the Blenderartist forum where we compared the results of the Bump node, the Displacement (Bump Only) node and Octane Render. The Bump node results didn't look great - they were flat and washed out. Usually the Displacement (Bump Only) results looked much better, but lacked some overall falloff smoothness in a few cases. So none of the two version were completely satisfying. The Octane Render results looked better overall with tackling all the test scenes very well. Maybe Lukas can take a look at that and share his insight about it. That would be nice. Here's the link to the discussion ... [https://blenderartists.org/t/bump-node-vs-displacement-node-bump-only/1521604/1](url) All tests were done in Blender 4.1.
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Reference: blender/blender#74517
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