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Adding Normal Map to object in EEVEE results in emissive material
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Description

System Information
Operating system: antergos (Arch current)
Graphics card: GTX 770

Blender Version
Broken: 2.80, 6d89337257b6, 2018-12-24

Short description of error
Adding Normal Map node to Normal slot in Principled BSDF produce emissive material on Text object in EEVEE. Converting Text to Mesh doesn't change this behavior.
Same material used on different mesh works properly. Also it is working ok in Cycles.

Using different shader (Diffuse, Glossy, SSS, Translucent) produce black material.

Exact steps for others to reproduce the error

  1. Add Text object.
  2. Create new material.
  3. Add Normal Map (Tangent Space) node and connect to Normal socket in Principled BSDF.

Event Timeline

cgslav (LukeD) renamed this task from Adding Normal Map to Text object in EEVEE results in glowing object to Adding Normal Map to Text object in EEVEE results in emissive material.Dec 25 2018, 12:02 AM
cgslav (LukeD) created this task.

Seems to occur on generic curves as well. Converting from text/curve to mesh WILL work if you also add a uv map I noticed. I'm not sure how a tangent-space normal map is supposed to work on an object that has no UVs, but the make-it-black behavior is inconsistent with other renderers and is certainly jarring.

Seems to occur on generic curves as well. Converting from text/curve to mesh WILL work if you also add a uv map I noticed. I'm not sure how a tangent-space normal map is supposed to work on an object that has no UVs, but the make-it-black behavior is inconsistent with other renderers and is certainly jarring.

Mesh without UV.

Cycles:

EEVEE:

Also I wonder why it turns into emissive material? It doesn't seem right.

Sebastian Parborg (zeddb) lowered the priority of this task from 90 to 30.Dec 28 2018, 12:47 PM

I can't reproduce the emissive issue on a build from today. Could you guys retry with a newer build?

I do however get two black text objects in the file you provided. So it seems like the behavior now matches the other shaders for me.

cgslav (LukeD) added a comment.EditedDec 28 2018, 3:57 PM

I can't reproduce the emissive issue on a build from today. Could you guys retry with a newer build?

I do however get two black text objects in the file you provided. So it seems like the behavior now matches the other shaders for me.

It's still there with 2018-12-18, 3610f1fc43d0

Check what's going on there while scaling viewport.

Sebastian Parborg (zeddb) raised the priority of this task from 30 to Normal.
Philipp Oeser (lichtwerk) renamed this task from Adding Normal Map to Text object in EEVEE results in emissive material to Adding Normal Map to object in EEVEE results in emissive material.Feb 11 2019, 2:22 PM
Philipp Oeser (lichtwerk) triaged this task as 50 priority.

Just to make sure it does't get lost, you can reproduce this issue with a single mesh object, if you use multiple 3d views and switch from solid to eevee, see https://developer.blender.org/T61408

I've been seeing this on models where there are degenerate faces and a normal map is applied; it's especially noticeable if Bloom and Depth of Field are enabled. (Text objects seem to create degenerate faces on curves rather frequently).

I can consistently reproduce the issue on a cube:

  1. Start a new scene, with Eevee as the renderer.
  2. Edit the default cube (or create a new one) and subdivide the vertical edges twice, creating two new horizontal edges all around the cube.
  3. Select one of the new horizontal edges, on a face visible to the camera, and subdivideonce.
  4. Select both new sets of horizontal edges, and scale to 0 in the Z direction. (It should now look like there's a single horizontal edge around the cube as they're overlaying each other.)
  5. UV unwrap the cube using the Smart UV Project method, default values are fine.
  6. Add a PrincipledBDSF shader to the model; connect an image node (through a Normal Map node) to the Normal Map input of the shader. Actually, you don't even need a normal map image; just a bare Normal Map node with no input will also produce the issue.
  7. With the viewport in LookDev mode, enable Bloom and Depth of Field to really see the effect.

I've attached a file containing the above.