Re: Baking Bevel in Cycles
Posted: Thu Mar 04, 2021 12:53 pm
I'm saying that the left image is likely to have a gamma 2.2 while the left is 1.0 (i.e. untouched).
Show your work, get help, participate in development
https://forums.luxcorerender.org/
I'm saying that the left image is likely to have a gamma 2.2 while the left is 1.0 (i.e. untouched).
You are correct. But inside Blender I don't seem to have an option to adjust the gamma of an image texture. As long as I know which color space I have to use for baking, that's fine.Dade wrote: Thu Mar 04, 2021 12:53 pm I'm saying that the left image is likely to have a gamma 2.2 while the left is 1.0 (i.e. untouched).
I have the feeling that the bevel is all placed on one face (so the shading normal goes from 0 degree to 90 degree) instead of being split between the two adjacent faces (so the shading normal goes from 0 to 45 degree on one face and from 45 to 0 on the other face).AndreasResch wrote: Thu Mar 04, 2021 1:28 pm One other thing though. Do you have an idea, why in Luxcore the edges are that black at a glancing angle when using the bevel normal map? It's more subtle using Cycles.
If you use the normal map option, gamma is set to 1 by the Blender addon.AndreasResch wrote: Thu Mar 04, 2021 1:28 pm But inside Blender I don't seem to have an option to adjust the gamma of an image texture.
I use the same map in Cycles and Luxcore here. Cycles just renders the edges a bit brighter and in doing so, more pleasing to the eye. The same for Eevee. So if that was possible in Luxcore as well, that would be nice.Dade wrote: Thu Mar 04, 2021 3:43 pmI have the feeling that the bevel is all placed on one face (so the shading normal goes from 0 degree to 90 degree) instead of being split between the two adjacent faces (so the shading normal goes from 0 to 45 degree on one face and from 45 to 0 on the other face).AndreasResch wrote: Thu Mar 04, 2021 1:28 pm One other thing though. Do you have an idea, why in Luxcore the edges are that black at a glancing angle when using the bevel normal map? It's more subtle using Cycles.
If you overlap the UV unwarp and the normal map, you should see if the bevel is all on one side of the edge or the edge is in the middle.
The resource you mention is exactly what happens here in render for me. i get the same results as the old image in the link you mention.B.Y.O.B. wrote: Thu Mar 04, 2021 7:01 pm Cycles has code to ensure that the normal stays valid after bump/normal mapping is applied: https://developer.blender.org/D2574
Maybe this is responsible for the difference?