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Messages - Cobra8472

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1
Corona team; any ideas/progress on this issue?

2
Thanks for the help romullus! Apologies for the frustrated tone. Stressed! :)

3
I've made a completely new example now so we can move away from the model blaming. As simple as you can get: a box.
A Low-Poly box with a HP baked normal. Smoothing groups split along UV seams. Standard.

Here is what it looks like in Marmoset without the Normal applied: http://i.imgur.com/bqBul21.png

Here is what it looks like in Marmoset with the Baked Normal: http://i.imgur.com/F3FJlzf.png
Good.

Here is what it looks like in Corona with a Camera render with the Baked Normal: http://i.imgur.com/xLJpq6o.png
Good.


All is good so far


And now lets run a Render to Texture (Corona Beauty) with appropriate padding.
Apply the rendered texture to the model and switch to Flat viewport mode to remove all lighting:

Here is how it looks: http://i.imgur.com/89FIK7l.png
Bad!

There are now seams at UV borders!! The rendered texture has seams.
Everything is identical, but the RTT texture has seams.



Here are all of the files if you want to try by yourself.
The .max file is for sure in Max 2015 format: http://media.heatblur.se/CORONA_ISSUE.rar




4
    Thanks Tom, did you save it with 1.7? - it crashes max on trying to open with 1.6, but opens fine with daily build installed. Anyway, there was no normal map texture with file, so i couldn't test what's wrong with RTT, but the model itself has big problems - first of all it has smoothing groups scattered all over the place and that's more than likely will cause problems with normal maps. What's more starnge, is that Corona RTT throws error message that model contains no triangles and it will not render. I tried all the tricks that i know to fix that, but the only one that helped was exporting model as OBJ and reimporting it back.

    My conclusion at the moment is this: Corona RTT works fine, problem is in the model.


    This is getting redicilous. This bug is super obvious and we're now two pages in and you are still telling me that my model / normal is wrong. I appreciate the effort to help, but you need to stop telling me that I am so incompetent that I cannot create a properly baked normal mapped object.

    It's disappointing that Corona staff is not commenting. The issue is readily apparent within 5 minutes of: baking a model with a normal map, and doing a RTT (Beauty map). Seams all over the place on the rendered texture.

    With regards to your specific concerns:

    1) The smoothing groups are scattered because that is what you do for a normal baked model: you split the model by UV Seams. This is industry standard!!
    This causes NO problems in any realtime engine: Unreal Engine 4, Unity, 3ds max with normal mapping shader. Not a single engine has any issues (you just commented on the sketchfab above, which has the exact same smoothing groups)

    2) The model containing "no triangles" is because Max RTT tends to default to MatID/UV Set 3 for RTT. Set it to 1 (where the UV is) and it works without issue.

    3) The Normal map is included in the previous .rar, where the file was in Max 2017 format. It's in DX Tangentspace (IIRC) - but try flipping green just to make sure (I can't recall off the top of my head)[/list]

    6
    http://media.heatblur.se/RTT_Issue_2016.rar

    The procedure is simple: Render the scene from any angle and note that the object appears just fine (like in Sketchfab).

    Run the render to texture which is setup, save the texture, and apply it to the model.  Note all the seams appearing due to incorrectly shaded lighting and reflections.

    To the corona team: this may be something with how normals, binormals or tangents are calculated in RTT mode.

    7
    I'm not trying to bake a normal map.

    I'm baking a diffuse (Beauty) map. The Normal map does not render correctly  when doing so, even when it is fine in a normal camera projection.

    8
    Hi Maru,

    Sorry for the delay-- development crunch ramped up and I worked around this by using the Max scanline renderer.
    I am now running into this issue again.

    To be very clear, here is a sketchfab of the mesh, illustrating that the normals appear perfectly fine in a realtime renderer. They also appear perfectly fine in a normal render in Corona.
    https://skfb.ly/6sNET

    Seams however appear on mesh seams when doing a Render-To-Texture, even when it otherwise appears perfectly in the Corona renderer.
    See this image: http://i.imgur.com/4a7A2Y9.png

    I've uploaded a package with this model, normalmap and Max 2017 scene here: media.heatblur.se/RTT_Issue.rar


    Appreciate any help!

    All the best,
    Nick



    9
    Ah, crap, I just realized I had broken the image links.

    I will make a new (much simpler) example ASAP.

    10
    Thanks for the reply! but again;  this is not about normal map baking techniques. My normal maps are perfectly correct, and render correct in custom engines, UE4, Marmoset, Unity, et al- I'm extremely well versed in normal map baking, and I've done bakes in everything from zbrush to substance and the new marmoset 3.

    This seems to be an issue with something like the camera projection matrix or surface normal directions when an object is flattened by the renderer to RTT.
    It's the best way I can explain it. Oddly enough; the issue is non-Corona specific (meaning several renderers have the same issue), alas I hope that there is a workaround.

    Take a normal mapped (from HP, smooth edges) Low Poly cube: put a reflective material on it, do a RTT of the object, and the resulting object will have seams (whereas rendering the object in perspective or camera view, it appears perfectly normal)

    11
    Sorry to bump such an old topic; but this is still an issue-- I was just completely swamped to follow up on this topic.

    It will happen to pretty much any object with baked down normalmaps (i.e. HP -> LP normalmaps)

    I have tried almost every combination of seam setup in order to figure out the issue; but it simply seems to be a limitation in the way RTT handles surface normals?
    Any advice would be greatly appreciated!

    12
    Steps to reproduce:

    Physical material with either standard Normal Bump or CoronaNormal applied to physical material.

    Normal map will appear fine with the Autodesk ART renderer, but incorrect with Corona.
    Switching to a CoronaMaterial with the exact same Normalmap setup works fine.

    Corona 1.5 Dailybuild Sep 20. Max 2017.


    13
    Hi Romullus,

    Thanks for the reply-- but this is not about baking normal maps. The normal maps is done, baked by another tool and applied to the object.
    The issue, in short: The normal map in render to texture is rendered incorrectly on the object. It works fine in the viewport.

    14
    Hi Everyone,

    Our texturing process is built upon baking in lighting information and data into a flat diffuse.
    I'm running into an issue, where normal maps when doing a diffuse render to texture are providing incorrect surface information.

    It may be easiest for me to illustrate via some simple imagery.

    Here is a simple viewport render with a simple reflective material and HDRI background:
    www.leatherneck-sim.com/RTT_Bug_01.jpg

    Here is the exact same setup, rendered to texture. Note the seams on the front.
    www.leatherneck-sim.com/RTT_Bug_02.jpg

    If I unify the normals on the part in question, I get the same issue in the viewport render. See image below.
    www.leatherneck-sim.com/Issue_01.jpg

    Here is a more illustrative view of the issue in the RTT window:
    www.leatherneck-sim.com/issue_02.jpg

    This leads me to believe it may be something smoothing group/vertex normal/face normal related?
    Perhaps there is a difference in how the surface normal is used in RTT? It happens on almost every surface, it's just most obvious on the front corners.

    This happens with: Corona 1.4, Vray 3.2, MentalRay in 3Ds Max 2017.
    Here is a image for reference of the complete asset: www.leatherneck-sim.com/HUD.jpg

    Many thanks in advance for any help,

    Nick

    More info on the issue and scene to reproduce are in #24 post
    romullus

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