Baked normals come out as transparent

Problem: When baking normals, from High Poly to Low Poly model, baked normals are coming out as transparent.

Did some research on internet, seems like it is a Cycles bug.

Yesterday I was baking normals and it was fine. Today, I opened same file and tried baking it again(because I forgot to save images) and instead of any data in image, all normals are transparent.

Opened new blend file and appended objects but issue is not resolved.

Am I missing that one nasty option somewhere?

Any help appreciated

With access denied!

Check the render visibility of your both objects.

2 Likes

Sorry about file not working.

I’m dum dum. Had collection render visibility off but object inside of that collection on.

Still it is wierd, baked normals were transparent even on new blend file with only those two objects. Perhaps it was because high poly object didn’t have any material assigned.

Anyway, thank You! :slight_smile:

1 Like

If you’re just baking ‘Normals’, that wouldn’t change anything and it would bake correctly (unless your settings in the ‘Extrusion’ and ‘Max Ray Distance’ are incorrect).

Another option that I sometimes do (thought, not allways), is to add an high subdivision to the lowres object, then shrinkwrap it against the highres, and bake the ‘Object Normals’ (without the ‘selected to active’)… Then I just convert from Object to Tangent in a separate bake, which is fairly fast.

I was using Shrinkwrap to get rid of some wierd corners on low poly model, really useful and doesn’t mess up topology that much.

What do you mean by

I had extrusion on 0.02 or 0.05 with Max Ray Distance on 0. Are those settings correct?

Like I mentioned before, it is wierd that normals were coming out transparent even on brand new blend file with appended meshes(not collections or objects, pure meshes). Either I was doing x right and forgot about y one time and done opposite another time.

It will depend on the objects you have. (the same goes if you have a cage)

Normally, a transparent result means ‘No Hit’… which might be from a range of factors, but in your case, it’s most probably the ‘Max Ray Distance’ that is too small.
Note that if you extrude 0.02, and have a ray distance of 0.05, it means that only parts of the hires surface that are at a distance less than 0.03 from the lowres surface, will be hitted by the trace function.
(I haven’t seen your scene, so you need to check these distances yourself)


Here is almost exact setup for baking, only image texture is connected to other nodes, when baking had it “loose”. White is High Poly, Brownish is Low Poly. And with those settings I baked normally.

And of course had rendering disabled for HP in collections tab, which seems to be the issue(baked normals just fine yesterday)

Hope it’s visible.

Again, the ‘Extrusion’ and the ‘Max Ray Distance’ just depend on your objects, more in particular, in the dimensions of your objects… if those heads (both hires and lores) are around 0.2 blender units in size, your ‘Max Ray Distance’ will probably work correctly.
But if their dimensions are 10 BUs, than most of the rays will miss, because 0.03 is not enough.

But glad that it was just a visibility problem. :slight_smile:

1 Like

Thanks for the information and help! I’m also glad and not like I originally suspected, superrare bug that will take whatnot to solve :smiley: