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Height to Normals node creates thin outline around the edges

Explorer ,
Nov 12, 2023 Nov 12, 2023

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Hi, does anyone know why Height to Normals node creates thin outline around the edges? This is an issue for me cos then they create thin bump lines in areas where these normal maps meat. Here's the zoomed in example:

Defonten_0-1699858235758.png

 

The heightmap I'm using is a 16bit single-channel grayscale map and it doesn't have any edges along its edges at all. Here's that same area in the heightmap:

Defonten_2-1699858502191.png

(P.S. Of course I have TiIling turned off for all of my nodes.)

 

Is there any workaround for this? Thanks!

 

 

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correct answers 2 Correct answers

Enthusiast , Nov 20, 2023 Nov 20, 2023

kirkr5689_1-1700508986378.png

Here is the pixel processor that fixes it . 

 

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Adobe Employee , Nov 23, 2023 Nov 23, 2023

Hello @Defonten,

 

I know Kirkr already helped with your issue (Thanks Kirkr by the way), but as I've investigated with the team, I wanted to keep you updated.

 

The problem partially comes from the Normal nodes. These nodes were buit for tiling maps and don't support the deactivation of H and V Tiling mode. Considering your map doesn't tile, it creates a one pixel line. An additionnal workaround to the one shared by Kirkr is to use the Distance node in order to dilate the texture on this pixel

...

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Adobe Employee ,
Nov 14, 2023 Nov 14, 2023

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Hello @Defonten,

 

What do you mean by "I have Tiling turned off for all of my nodes"? In order to avoid this kind of artifact, make sure the Tiling parameter in the nodes Properties is set to "H and V Tiling".

 

Properties Tiling.png

 

Best regards,

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe

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Explorer ,
Nov 14, 2023 Nov 14, 2023

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@Cyril Dellenbach Well because I actually don't need that texture to be tiled to itself as it needs to be seamless with a series of different normal maps that Im generating off of other relevant heightmaps. 

 

By a series of maps I mean this cross-like cubemap layout where each of 6 maps represents single side of a cube-mapped planet. That's why it's important for me so that there's no outline along the edges of those maps.

 

Defonten_3-1699965619895.png

 

 

By the way here's the source heightmap I'm using by the way. You can try it for yourself and see that it indeed produces thin 1pixel outline along the edges.

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Community Beginner ,
Nov 20, 2023 Nov 20, 2023

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Hi @Cyril Dellenbach, sorry for bothering, do you have any assumptions or thoughts on my previous post please?

 

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Community Beginner ,
Nov 20, 2023 Nov 20, 2023

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Hi @Cyril Dellenbach, sorry for bothering, do you have any assumptions or thoughts on my previous post please?

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Explorer ,
Nov 20, 2023 Nov 20, 2023

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Oops sorry for double posting above. 

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Adobe Employee ,
Nov 20, 2023 Nov 20, 2023

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Hi @Defonten,

 

Sorry, I haven't had the time to investigate the issue, but it seems the problem comes from the map itself. I was able to reproduce with your shared image, but not with other maps.

 

I'll dig deeper and come back to you as soon as I have an answer.

 

Best regards,

 
Cyril Dellenbach (Micro) | QA Support Artist | Adobe

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Adobe Employee ,
Nov 23, 2023 Nov 23, 2023

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Hello @Defonten,

 

I know Kirkr already helped with your issue (Thanks Kirkr by the way), but as I've investigated with the team, I wanted to keep you updated.

 

The problem partially comes from the Normal nodes. These nodes were buit for tiling maps and don't support the deactivation of H and V Tiling mode. Considering your map doesn't tile, it creates a one pixel line. An additionnal workaround to the one shared by Kirkr is to use the Distance node in order to dilate the texture on this pixel line.

 

normal_no_tiling_distance_fix.gif

 

Best regards,

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe

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Explorer ,
Nov 23, 2023 Nov 23, 2023

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@Cyril Dellenbach Awesome this is a great and much simpler alternative actually! Thanks a lot!

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Enthusiast ,
Nov 20, 2023 Nov 20, 2023

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kirkr5689_0-1700493223229.png

I always  had this issew too.  Since very beginning .   Tiling modes don't fix it .    I had to do my own node that copy /paste next row/column  of pixels  on top of that edge  pixel with pixprocessor .       Would be nice it it would be a part of  height to normal  by default .

 

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Explorer ,
Nov 20, 2023 Nov 20, 2023

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@kirkr5689 Sounds cool, could you share your pixel processor node for that or the workflow at least?

 

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Enthusiast ,
Nov 20, 2023 Nov 20, 2023

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kirkr5689_1-1700508986378.png

Here is the pixel processor that fixes it . 

 

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Explorer ,
Nov 20, 2023 Nov 20, 2023

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Wow this is really great concept - I tried it on my 8K heightmap and it does help but.. not entirely - I mean you can still see the thin line there:

 

Before: 

Defonten_0-1700514643713.png

 

After:

Defonten_1-1700514680456.png

 

Can you please point me in the right direction which values should I change in order to have it fixed?

 

Here's the heightmap I'm using - link

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Enthusiast ,
Nov 20, 2023 Nov 20, 2023

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Here I added extra multiplier but remember it's just a quick  hack.     It copies  neighboring column /row of pixels toward the edge . Now it can do 2 or 3 pixels row  with the slider   but it makes other issues at the same time.       .   Perhaps It'spossible with loop node  to make same 1 pix shift many times  but I never tried.

 

 

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Explorer ,
Nov 20, 2023 Nov 20, 2023

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Great this is much better. Thanks for sharing man! You're the real saviour!

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