Clear coat bottom normal doesn’t properly work with virtual texture. I suspect a wrong management of uv stacks. In the attached screenshots, 1.png contains the material with basecolor=mask1 virtual texture, 2.png contains the material with basecolor=mask2 virtual texture. See that a change in basecolor triggers artifacts in the opacity output that should contain clearcoat bottom normal.
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Steps to Reproduce
Look at the attached project. In buffer overview Opacity should contain the cleacoat bottom normal codification., but it contains artifacts.
1) Try to modify the material and use Mask1 texture instead of Mask2. See that the artifacts are no longer preset.
2) Restore the material and detach the BaseColor pin. See that the artifacts are no longer preset.
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Hi,
thanks for the example project. I can see some artifacts in the form of rectangular patches in the Opacity window, but they appear randomly and sometimes not at all. It’s not entirely clear to me if you expect to see clear coat normals without artifacts (as shown below) or a plain grey color without normals like the first sceenshot you attached. Before filing a bug report, can you please confirm that?
Thanks,
Sam
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Thanks. I expect the main 3d view to be as in your screenshot: so I expect that source data gbuffers (and specifically the one containing coded clear coat bottom normals, that is represented here as “opacity” gbuffer) not to not have artifacts either.
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Thank you. I have filed a bug report and will post a link here when it becomes available on the public issue tracker.
Sam
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Hi,
the link to the public issue tracker is now available here, so you can track its progress.
Thanks again for reporting this,
Sam
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