System Information
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09
Blender Version
Broken: version: 3.1.0, branch: master, commit date: 2022-03-08 18:16, hash: rBc77597cd0e15
Worked: None. Tested with 2.83 LTS and 2.93 LTS and I get the same behaviour.
Short description of error
Baking normals from a high-poly mesh and some faces have completely weird normals generated.
I created the low-poly UV Map using Smart UV Project.
Some faces on the mesh were at a high enough angle that Smart UV Project put them into separate UV islands.
When the islands have a different face orientation (e.g. rotated) this causes the normal calculation problem.
Exact steps for others to reproduce the error
I have reproduced the problem in a simple test file attached here.
Open the file and click on Bake. The normals from the warped plane underneath the flat object will be baked. (The normal map is displayed as the surface colour.)
Go to UV Editing. Select the Bake Active object only, then select this face from the UV Editor window.
Rotate the face 180 degrees.
Return to the UV Layout window, and observe the image (normal) has now changed for the centre face.
Select "Bake Selected", then Ctrl click on "Bake Active", and click on Bake again.
The generated normal is still back-to-front (rotated 180 degrees) on the active object.
Switching to the Shading editor, you can view the UV map with more detail.
The section that was rotated still shows a cyan to magenta transition (from top-to-bottom) suggesting that the code generating the UV is not aware of the UV island orientation.
However the code to extract data from the UV map (either for image display, or for use as a normal) must be UV island orientation aware.
Also, the margin region beyond the top/bottom of the faces shows the opposite colour as expected.
Another symptom of this problem (in a real world scenario) is edges highlighted around the problem faces.
This is the normal map view of the same section.
There is no difference observed whether using Bake from MultiRes or Bake from Selected to Active.
I tried Lightmap Pack but it appears to have the same problem where random faces have non blending UVs.
Standard UV Unwrap will also orient faces/islands differently.










