Extreme Normal editing causes flat shading #88170
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Reference: blender/blender#88170
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System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27
Blender Version
Broken: version: 2.93.0 Beta, branch: master, commit date: 2021-05-08 23:52, hash:
3c7b80ae2c
Worked: 2.92.0
Caused by
1c22b551d0
Short description of error:
Extreme Normal editing(like flipping the normal and using other normal editing modifiers) causes flat shading.
In the image above,the sphere has a Data Transfer modifier which is receiving the Normals of the plane.
As in the upper image(2.92.0),the sphere is shaded smooth while in the lower image(2.93 beta) it gets flat shading at some faces.
Exact steps for others to reproduce the error
{icon fa-plus} OS Conditon: WIN 10 |Blender: 2.93.0 Beta
{icon bicycle spin} Below is a blend file with the setup above with an additional shading node in the material:
This is the additional node which filps the normals of the geometry:
And the results in the respective versions:
NormalFlatShadingBug.blend
From #111805:
shadingBug.blend
Added subscriber: @PrettyFireNOI7
#88400 was marked as duplicate of this issue
Added subscribers: @fclem, @lichtwerk
Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
I can confirm the change in behavior since
1c22b551d0
, so in most situations this is an improvement and an intentional change.However, I am a bit confused here, since Cycles and Eevee dont seem to behave the same (as the commit message promised), see e.g. this file:
repro.blend
Changing Cycles <> Eevee shows a clear difference here.
This might all be expected behavior, but to be sure, I would kindly ask @fclem to have a look.
Changed status from 'Needs Developer To Reproduce' to: 'Confirmed'
This is due to a difference between Cycles and EEVEE.
EEVEE applies
ensure_valid_reflection
on glossy normal input where Cycles only applies it on normal mapped & bump node output.Here is an example of the same behavior in cycles.
Unfortunately, we need to use
ensure_valid_reflection
to avoid nasty artifacts on glossy BSDF even without bump/normal mapping (see #81070 & #78501).We keep the same behavior when SSR is off to keep consistency.
Note that EEVEE won't distort the normals for diffuse.
Thanks for elaborating.I had already found out how the fixed reflection( #81070 & #78501 ) improved my own scene too thanks to Philipp Oeser's reply.
I just would like to have a way to make the flatten shading smooth.
I used to use these normal editing tricks(like the report above) to realize some of my rendering ideas.
And now it looks like this:
Nodes and files:
Sample.blend
So if the reflecion fix must come with this normal shading behavior change then I would look for other way to build my shader.
Added subscriber: @jk137574
In a way, this removes a whole range of shading possibilities (maybe not do it when SSR is OFF?)