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Hey! This requires me to do some troubleshooting, could you please share your basic hardware specs? Also, what OS and Blender version you're using?

At a first glance, this looks like a Blender issue of some sort, I've tested the process on the lowest-end hardware I could find that still can run Blender 3.x (an i5 laptop from 2015 with integrated graphics, running Windows 10), and after chugging along compiling shaders for almost a minute, it produced the correct result :/

Also, if you enter the shader node, and connect the "Light Normal" to the Group Output, what does the result look like?


Also, does changing the values in the "Lighting Setup" node do anything? I've managed to reproduce your result by setting all three light intensities to 0, which leads me to believe there's something wrong with how Blender does calculations there.

Hello! I'm using windows 10, Blender 3.0.0
Plugging the light normal in directly just gives me a black square.
Changing values in the lighting setup node doesn't do anything.


Actually, I do see a paper displacement and paper normal in the render, but I guess the normal isn't in the final result? Also not sure why it doesn't show up in the editor either.

(+1)

Thank you for helping me troubleshoot this; I've downloaded Blender v.3.0.0 and it is indeed a Blender version related issue.

In the "Normal Paper Texture" node group, these nodes are not connected properly if opened with older Blender versions, due to Map Range node being updated to support Vector inputs.


If you're unable to use a newer Blender version with MRMO-Halftone, you can bridge the missing connection like so:


This should allow you to use the "Paper Crumpling" feature, as it should now generate a valid output.