Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] Bug Reporting => [Max] Resolved Bugs => Topic started by: tiagodmed on 2013-10-14, 23:09:45

Title: Normal map error with normals
Post by: tiagodmed on 2013-10-14, 23:09:45
I think this may actually be a bug, I'll attach the file that did the tests for investigation.

(https://dl.dropboxusercontent.com/u/2067306/corona_report/normal_map_error-2.jpg)

(https://dl.dropboxusercontent.com/u/2067306/corona_report/normal_map_error-2_wire.jpg)

https://dl.dropboxusercontent.com/u/2067306/corona_report/bug_normal%20map.zip (https://dl.dropboxusercontent.com/u/2067306/corona_report/bug_normal%20map.zip)
Title: Re: Normal map error with normals
Post by: Ondra on 2013-10-14, 23:18:43
What is the problem? The faceting on the terminator line?
Title: Re: Normal map error with normals
Post by: tiagodmed on 2013-10-14, 23:29:47
Yes, when I use "normal map" the shadow is faceted, as if not smoothed the surfaces.

This is the correct result.

(https://dl.dropboxusercontent.com/u/2067306/corona_report/normal_map_correct.jpg)
Title: Re: Normal map error with normals
Post by: tiagodmed on 2013-10-15, 03:49:22
I tried to put the gamma at 2.2, the render is not correct but the error did not show up, is not it something with the color space?

(https://dl.dropboxusercontent.com/u/2067306/corona_report/normal_map_error-upgamma.jpg)
Title: Re: Normal map error with normals
Post by: maru on 2013-10-15, 09:26:28
I tried to put the gamma at 2.2, the render is not correct but the error did not show up, is not it something with the color space?

You changed gamma where?
Title: Re: Normal map error with normals
Post by: lacilaci on 2013-10-15, 10:11:03
you get rid of the terminator effect by increasing subdivisions on your model... But I don't get how gamma could affect this (maybe hiding the effect in dark areas :D).
Title: Re: Normal map error with normals
Post by: tiagodmed on 2013-10-15, 16:01:43
maru: Using "Color Correction", as you turn to advanced mode and will have the option to change the gamma.
About my previous comment, I confuse, in realy I made ​​a de-gamma, as the texture is 8bit she is not linear, this gamma 2.2 was embedded. The Normal map shader of Corona asks for it not be done, as I said the render is wrong but the problem disappears, which made ​​me think that may be associated with the color space.

lacilaci: I have not changed the subdivisions of the model, when we use normal map subdivisions should not interfere with the final result, remember that it is used also in low poly models. And the gamma is directly connected to the correct result of the normal map, when working with 3ds max linearized you need to make a de-gamma in texture of normal map for it to work properly.

I even tried to use a texture linearized but had no effect,  I prefer no more try guessing the problem, kkkkkkkkkkkk
Title: Re: Normal map error with normals
Post by: Ondra on 2013-10-15, 16:12:09
hmm... can you render me the "normal difference" pass for both cases?
Title: Re: Normal map error with normals
Post by: tiagodmed on 2013-10-15, 17:52:26
Project with 8bit texture:
https://dl.dropboxusercontent.com/u/2067306/corona_report/bug_normal%20map.zip (https://dl.dropboxusercontent.com/u/2067306/corona_report/bug_normal%20map.zip)

Linearized texture:
https://dl.dropboxusercontent.com/u/2067306/corona_report/BrickSmallNew01_Nmap-linearized.rar (https://dl.dropboxusercontent.com/u/2067306/corona_report/BrickSmallNew01_Nmap-linearized.rar)
Title: Re: Normal map error with normals
Post by: lacilaci on 2013-10-15, 17:53:11
so no matter what ammount of subdivisions you use it shows the terminator effect?

This is what i've got..

what build do you use?
Title: Re: Normal map error with normals
Post by: tiagodmed on 2013-10-15, 18:19:36
lacilaci, what happens is that when you increase the subdivision the error starts to become imperceptible, because it happens on the faces of the object, as the smaller the face unless the error will appear.
But if you have to increase subdivision of the object to be certain it no longer makes sense to use normal map, in which case you use a displacement.

By the way, I'm not using any build
Title: Re: Normal map error with normals
Post by: lacilaci on 2013-10-15, 18:46:54
Oh, i get it... You are actually trying to get rid of shadow terminator using normal map, right?
Title: Re: Normal map error with normals
Post by: tiagodmed on 2013-10-16, 00:06:18
Keymaster: Sorry I forgot the render pass you asked, I did all passes of normals and the "normal geometry" realizes the "faceted"

normalsDiscrepancy
(https://dl.dropboxusercontent.com/u/2067306/corona_report/normalsDiscrepancy.jpg)

normalsDotProduct
(https://dl.dropboxusercontent.com/u/2067306/corona_report/normalsDotProduct.jpg)

normalsShading
(https://dl.dropboxusercontent.com/u/2067306/corona_report/normalsShading.jpg)

normalsGeometry
(https://dl.dropboxusercontent.com/u/2067306/corona_report/normalsGeometry.jpg)
Title: Re: Normal map error with normals
Post by: Ondra on 2013-10-16, 00:12:04
ok, everything looks normal. I'll take a look once I get it working again
Title: Re: Normal map error with normals
Post by: tiagodmed on 2013-10-16, 00:23:23
ok, I stopped making assumptions, kkkkkkkkkkkk :P
Title: Re: Normal map error with normals
Post by: rafpug on 2013-10-16, 23:31:18
Good evining


Hello tiagodmed

This is the effect you wanted?
a softer shadow?


Greats
Raf
Title: Re: Normal map error with normals
Post by: rafpug on 2013-10-16, 23:36:45
lacilaci, what happens is that when you increase the subdivision the error starts to become imperceptible, because it happens on the faces of the object, as the smaller the face unless the error will appear.
But if you have to increase subdivision of the object to be certain it no longer makes sense to use normal map, in which case you use a displacement.

By the way, I'm not using any build

you can post an example?

Thanks
Raf
Title: Re: Normal map error with normals
Post by: tiagodmed on 2013-10-16, 23:48:05
In real I've posted on the first page, but to pinpoint the error, here is wrong and right.

(https://dl.dropboxusercontent.com/u/2067306/corona_report/normal_map_error-3.jpg)
Title: Re: Normal map error with normals
Post by: rafpug on 2013-10-16, 23:51:06
yes
Title: Re: Normal map error with normals
Post by: rafpug on 2013-10-16, 23:53:44
How come you use a teapot with segments 5 - 10?

is there a reason?
Title: Re: Normal map error with normals
Post by: rafpug on 2013-10-17, 00:15:26
There are other methods for dividing the surface of 5 segments
Editable poly/subbdivision surface

The aliasing effect disappears unlike Meshsmooth and TurboSmooth
Title: Re: Normal map error with normals
Post by: lacilaci on 2013-10-17, 09:31:53
Normal mapping cannot fix shadow terminator effect. Or can it??? http://blog.irayrender.com/post/29042276644/shadow-acne-and-the-shadow-terminator
Title: Re: Normal map error with normals
Post by: tiagodmed on 2013-10-17, 17:47:29
Normal mapping cannot fix shadow terminator effect. Or can it??? http://blog.irayrender.com/post/29042276644/shadow-acne-and-the-shadow-terminator

Damn it, that was what I feared!

And at the end he says exactly what I mentioned, if you have to increase subdivision to minimize the problem is better now to use displacement.
Title: Re: Normal map error with normals
Post by: Vanya on 2013-10-19, 08:16:59
Hi friends, today something that did not work, the problem of map in the map itself.

Title: Re: Normal map error with normals
Post by: rafpug on 2013-10-19, 09:37:29
Hello Vanya

3dsmax .. version?
Title: Re: Normal map error with normals
Post by: rafpug on 2013-10-19, 09:41:51
Normal mapping cannot fix shadow terminator effect. Or can it??? http://blog.irayrender.com/post/29042276644/shadow-acne-and-the-shadow-terminator

Damn it, that was what I feared!

And at the end he says exactly what I mentioned, if you have to increase subdivision to minimize the problem is better now to use displacement.

ahahah tiagodmed...you are strong!
Title: Re: Normal map error with normals
Post by: Vanya on 2013-10-19, 11:51:27
Hello Vanya

3dsmax .. version?

3dsMax 2012 Design

I have a question off topic, the Corona does BAD work on dual processors ??
Title: Re: Normal map error with normals
Post by: tiagodmed on 2013-10-19, 19:02:52
Hi friends, today something that did not work, the problem of map in the map itself.



I don't understand what you did, it seems like you tried to put a normal map shader within the normal map shader, was that?
I can not imagine a reason to do so, does not make sense, within the normal map shader you must put a bitmap normal map, or substance shader from normal map.
Title: Re: Normal map error with normals
Post by: Vanya on 2013-10-21, 08:06:18

I don't understand what you did, it seems like you tried to put a normal map shader within the normal map shader, was that?
I can not imagine a reason to do so, does not make sense, within the normal map shader you must put a bitmap normal map, or substance shader from normal map.

Yes, the first time I accidentally put the "normal map" into the "normal map" //
But I know what and where to insert ;)
This is not normal ! in 'mentalray' 'vray' 'and in all other rendering programs' you can insert the "normal map" in a "normal map" many many time, as you may have noticed, then this card is broken.
Title: Re: Normal map error with normals
Post by: Ondra on 2013-12-19, 23:44:01
I took a look at the original problem, and it is just the standard terminator issue, because the bump map actually has small details on it. You need to just increase subdivisions of the geometry
Title: Re: Normal map error with normals
Post by: kumodot on 2015-09-06, 00:21:45


   Corona 1.2.1 and Max 2016, corona is just ignoring any "Render Iters" on Turbosmooth modifier. It only render correctly if i put Viewport Iters High.(But this is heavy to work this way. :(