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Re: Baking Bevel in Cycles
Posted: Thu Mar 04, 2021 10:20 am
by Dade
The normal map seems to work as expected if applied to a plane. The UV unwrap looks a bit strange: it is not the default way Blender unwrap a cube. Are you sure it is correct ?
Re: Baking Bevel in Cycles
Posted: Thu Mar 04, 2021 10:35 am
by AndreasResch
The cube was unwrapped with Smart Unwrap in Blender - pretty normal stuff. It's hard to provide you with anything else if you don't use Blender. Otherwise I would sent you a file containing the cube.
Re: Baking Bevel in Cycles
Posted: Thu Mar 04, 2021 11:13 am
by AndreasResch
Dade wrote: Thu Mar 04, 2021 10:20 am
The normal map seems to work as expected if applied to a plane. The UV unwrap looks a bit strange: it is not the default way Blender unwrap a cube. Are you sure it is correct ?
I applied the provided normal map to a plane as well - both in Cycles and in Luxcore. While in Cycles the overall reflection of the plane stays intact, in Luxcore it has changed completely. That's the same result that can be seen on the more complex model.
Here's the comparison ...

Re: Baking Bevel in Cycles
Posted: Thu Mar 04, 2021 11:49 am
by AndreasResch
I think, that I found the problem. I need to bake the normal maps in the "Non-Color" color space in Cycles. I baked them in "Linear" color space before, which Luxcore doesn't seem to use and can't be chosen as an option (as in Cycles).
Here's a comparison of the two bakes ...
I'll do some more tests to have this confirmed. I'm a bit surprised that it worked for you though. Did you use any specific settings that can handle linear normal maps?
Re: Baking Bevel in Cycles
Posted: Thu Mar 04, 2021 11:57 am
by JulianoLisboa
Already have how to download to test?
Re: Baking Bevel in Cycles
Posted: Thu Mar 04, 2021 12:02 pm
by AndreasResch
Here's the model from before now working perfectly fine with the properly baked normal map (using Non-Color color space).
This is a nice workaround for now until the bevel shader makes it into Luxcore.
Re: Baking Bevel in Cycles
Posted: Thu Mar 04, 2021 12:46 pm
by Dade
AndreasResch wrote: Thu Mar 04, 2021 11:49 am
I think, that I found the problem. I need to bake the normal maps in the "Non-Color" color space in Cycles. I baked them in "Linear" color space before, which Luxcore doesn't seem to use and can't be chosen as an option (as in Cycles).
You have probably gamma correction applied to the normal map or some kind of color space transformation (both will mangle the normal map).
Re: Baking Bevel in Cycles
Posted: Thu Mar 04, 2021 12:48 pm
by Dade
AndreasResch wrote: Thu Mar 04, 2021 11:49 am
I'll do some more tests to have this confirmed. I'm a bit surprised that it worked for you though. Did you use any specific settings that can handle linear normal maps?
I have probably used the correct gamma value (so LuxCore does reverse the gamma correction and fix the problem): gamma + reverse gamma = original unmodified image (rounding errors aside).
Re: Baking Bevel in Cycles
Posted: Thu Mar 04, 2021 12:49 pm
by AndreasResch
Dade wrote: Thu Mar 04, 2021 12:46 pm
AndreasResch wrote: Thu Mar 04, 2021 11:49 am
I think, that I found the problem. I need to bake the normal maps in the "Non-Color" color space in Cycles. I baked them in "Linear" color space before, which Luxcore doesn't seem to use and can't be chosen as an option (as in Cycles).
You have probably gamma correction applied to the normal map or some kind of color space transformation (both will mangle the normal map).
Nothing applied. Straight from the image texture node into the Disney shader. See the screenshot on page 1.
Re: Baking Bevel in Cycles
Posted: Thu Mar 04, 2021 12:52 pm
by Dade
AndreasResch wrote: Thu Mar 04, 2021 12:49 pm
Dade wrote: Thu Mar 04, 2021 12:46 pm
AndreasResch wrote: Thu Mar 04, 2021 11:49 am
I think, that I found the problem. I need to bake the normal maps in the "Non-Color" color space in Cycles. I baked them in "Linear" color space before, which Luxcore doesn't seem to use and can't be chosen as an option (as in Cycles).
You have probably gamma correction applied to the normal map or some kind of color space transformation (both will mangle the normal map).
Nothing applied. Straight from the image texture node into the Disney shader. See the screenshot on page 1.
Yes but I write the scene in text format by hand: I can set the expected gamma of the image (1.0 or 2.2).