Closed saedrna closed 6 months ago
I found that the bitmap should be of the image color, so the color range is [0, 1]. Therefore it is transformed as 2*x-1, e.g. 0 -> -1, 0.5 -> 0 and 1 -> 1 to the normal map in rendering. Therefore, if I use bitmap for kn, it should be fixed to [0.5, 0.5, 1] to make no difference.
Hi @saedrna,
Yes, exactly. Thanks for taking the time to report back after fixing your issue.
Summary
System configuration
System information:
OS: Windows-10 CPU: AMD64 Family 23 Model 96 Stepping 1, AuthenticAMD GPU: NVIDIA GeForce RTX 2060 with Max-Q Design Python: 3.8.19 | packaged by conda-forge | (default, Mar 20 2024, 12:38:07) [MSC v.1929 64 bit (AMD64)] NVidia driver: 531.68 CUDA: 11.8.89 LLVM: -1.-1.-1
Dr.Jit: 0.4.4 Mitsuba: 3.5.0 Is custom build? False Compiled with: MSVC 19.38.33133.0 Variants: scalar_rgb scalar_spectral cuda_ad_rgb llvm_ad_rg
Description
I add a normal map, which is fixed to [0,0,1]. I think this will not add any difference. The nested bsdf is Principaled BSDF. I loaded an obj file, and use the texture for kd, and use 0.3 fixed for roughness and 0.0 for metalic. When normal map is applied, I get black border and clear seam line effect on the rendering. But when normal map is removed, the results seems fine. I attached two renderings with and without normal map below.
Steps to reproduce
I attached some data file for the test. The first contains the obj file and the second contains a data batch. Huaping4Quan.zip data.zip