Sure, I've put the sources in the spoilers. But I think the overall point was that the tests demonstrate that there's a difference in accuracy between cycles renders and normal textures baked from cycles renders. The Blender foundation has a limited resource pool and they have to be somewhat strategic about how they…
So, I decided to check out the code, to see if I could find the cause, and while searching I found that there is this osl present in repository: https://developer.blender.org/diffusion/B/change/master/intern/cycles/kernel/shaders/node_bevel.osl;26f39e6359d1db85509a0ee1077b6d0af122a456 /* * Copyright 2011-2013 Blender…
You're correct. Settings from the render panel are used when baking. Sample quality values will be the same but that doesn't necessarily guarantee identical results. I'm not a developer so I don't know what's going on under the hood or if there's any limitations on how baking is handled. What I do know is that there's a…
Sure, I still have some other curios cases in mind that might be worth checking out. Btw, I've already stumbled upon another unrelated unfortunate limitation with seemingly no workaround :( Well, I can't say for sure, but from quick look at a code it might have something to do with Render samples parameter being used for…
I'd say this is a pretty bold statement, do you have any references to that by any chance? It would be really sad if this is actually the case, since the effect on its own looks great. Well, I'd consider automatic optimizations like that to be acceptable here since that does not involve extensive manual cleanup, but yeah,…
Thanks for the info @FrankPolygon! Fun fact, found this statement in docs regarding baking (https://docs.blender.org/manual/en/latest/render/cycles/baking.html): So at least it seems like the intentions are close to what other software strives to achieve :) Regarding the issue, after trying to alter render settings it…
Seems like a viable workaround for normal map baking. I can understand additional bevel samples increasing the accuracy of the bevel shader but why would increasing render samples above 1 reintroduce the artifacting? Does this point to the issue being somewhere outside of the bevel node?
Now that's some deep investigation ! Very cool that you've narrowed things down that way. Now ... at the risk of sounding like a broken record, I would still encourage you to test things further on something that looks more like an *actual* prop for your project. The fact that you manged to get rid of these artefacts on…
There's really two fundamental issues here: cycles normal baking isn't as accurate (reliable? developed?) as the render side of things and long thin triangles are difficult to calculate accurately. The source will render correctly but it won't always bake correctly. Is it a bug? Maybe but it could also be that baking with…