I encountered this bug because suddently, in an exterior scene, an asphalt material which uses a mix node + two disney nodes, was not receiving shadows correctly. Then i discovered that i was getting the correct brightness only by removing the mixed node.
using mixed
single disney only
The attached scene is a simplified set-up of the same problem.
It's a closed box with an environnment outside.
the camera is inside the box.
To the base of the box i applied two mixed disney nodes. Each disney node has a bum map.
In theory, being the box sealed the resulting image should be completely black.
Instead, i get this:
if i keep one single disney node with the same bump applied the result is black as expected.
So it seems a mix+bump problem
Mixed material bug
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Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Mixed material bug
- Attachments
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- mixedBug2.zip
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Re: Mixed material bug
Here the issue reproduced in blender :
In the blendfile you have 2 nodetrees.
one create the bug (bump in each of the shader being mixed )
and the second (bump in the mix node only) is fine.
the files : https://drive.google.com/file/d/1IP3dS_ ... sp=sharing
In the blendfile you have 2 nodetrees.
one create the bug (bump in each of the shader being mixed )
and the second (bump in the mix node only) is fine.
the files : https://drive.google.com/file/d/1IP3dS_ ... sp=sharing
Re: Mixed material bug
Hello.
Excuse me, but why highlight the asphalt at all?
Excuse me, but why highlight the asphalt at all?
Re: Mixed material bug
hi, exactly this is the problem... it should be full black.
Re: Mixed material bug
It is a bug that let light pass throught object.
light come from the outside. object are solid
with no emissive material on them.
Re: Mixed material bug
Add thickness to asphalt?
Re: Mixed material bug
The scene includes the definition of some very strange normal map:
used as a normal map:
Code: Select all
scene.textures.92411_1_sub1_normal01.type = "normalmap"
scene.textures.92411_1_sub1_normal01.texture = "92411_1_sub1_normal01_texture_mergeColor"
scene.textures.92411_1_sub1_normal01.scale = 0.25
Normal maps have a very specific look, they looks like this:
where the R, G and B channels are used to encode the X, Y and Z offset.
Re: Mixed material bug
Hi Dade, sorry for the long delay replaing you, i simply missed your answer despite thinking about it everyday,
If you look in depth to the scene you will notice that this normal map is not used. The texture with name 92411_1_sub1_normal01 is in fact not used by any material in the scene.
And for this reason Charles gets the same results i got, by setting up the scene in blender.
Did you revised Charles scene?
Thanks for you help dade.
If you look in depth to the scene you will notice that this normal map is not used. The texture with name 92411_1_sub1_normal01 is in fact not used by any material in the scene.
And for this reason Charles gets the same results i got, by setting up the scene in blender.
Did you revised Charles scene?
Thanks for you help dade.
Re: Mixed material bug
Here is the blend Scene with no Normal map involved :
https://drive.google.com/file/d/1IP3dS_ ... sp=sharing
https://drive.google.com/file/d/1IP3dS_ ... sp=sharing