Shading is broken with Custom Normals + Triangulate Modifier #104244

Closed
opened 2023-01-31 03:27:25 +01:00 by Guillermo Ojea Quintana · 6 comments

System Information
Operating system: Microsoft Windows 10 Professional (x64) Build 19045.2486
Graphics card: AMD Ryzen 5 3400G with Radeon Vega Graphics (AMD Radeon(TM) RX Vega 11 Graphics)

Blender Version
Broken: 3.3.2, bf24652e38, master, 2022-12-07, as found on the splash screen
Worked: None, as far as I know (Tested: 2.83.20, 2,93.14, 3.5.0-alpha as well)

Short description of error
As seen in the picture the shading is broken when there are custom normals and adding Triangulate Modifier

broken-shading.png

This is also broken when doing:

bm = bmesh.new()
bm.from_mesh(mesh)
bmesh.ops.triangulate(bm, faces=bm.faces)

I guess it is the same underlying code?

Exact steps for others to reproduce the error

  1. Select default cube, enter Edit Mode, Mesh -> Normals (Alt-N) -> Rotate... and rotate the normals some degrees
  2. Add Triangulate Modifier

What works: Instead of using Triangulate Modifier, using Face -> Triangulate Faces (Ctrl-T)

**System Information** Operating system: Microsoft Windows 10 Professional (x64) Build 19045.2486 Graphics card: AMD Ryzen 5 3400G with Radeon Vega Graphics (AMD Radeon(TM) RX Vega 11 Graphics) **Blender Version** Broken: 3.3.2, bf24652e38a2, master, 2022-12-07, as found on the splash screen Worked: None, as far as I know (Tested: 2.83.20, 2,93.14, 3.5.0-alpha as well) **Short description of error** As seen in the picture the shading is broken when there are custom normals and adding `Triangulate Modifier` ![broken-shading.png](https://archive.blender.org/developer/F14216249/broken-shading.png) This is also broken when doing: ``` bm = bmesh.new() bm.from_mesh(mesh) bmesh.ops.triangulate(bm, faces=bm.faces) ``` I guess it is the same underlying code? **Exact steps for others to reproduce the error** 1. Select default cube, enter `Edit Mode`, Mesh -> Normals (Alt-N) -> Rotate... and rotate the normals some degrees 2. Add `Triangulate Modifier` What works: Instead of using `Triangulate Modifier`, using Face -> Triangulate Faces (Ctrl-T)

Added subscriber: @alleysoft

Added subscriber: @alleysoft
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Added subscriber: @PratikPB2123

Added subscriber: @PratikPB2123
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Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
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The inconsistency in modeling tools regarding preserving custom normals has always been an issue, see these other reports:

  • #50604 (Knife Tool / Knife Project: Vertex group weights not added/interpolated for KnifeVerts created in faces (works correctly on verts created on existing/split edges))
  • #97698 (Custom Normals: some operations that alter topology (bisect, loopcut, subdivide, knife, triangulate modifier) destroy them while other operations (e.g. Connect Vertex Path, triangulate operator) preserve them)

I would think it is probably better to merge this with #97698 and update the report there to also include this case

The inconsistency in modeling tools regarding preserving custom normals has always been an issue, see these other reports: - #50604 (Knife Tool / Knife Project: Vertex group weights not added/interpolated for KnifeVerts created in faces (works correctly on verts created on existing/split edges)) - #97698 (Custom Normals: some operations that alter topology (bisect, loopcut, subdivide, knife, triangulate modifier) destroy them while other operations (e.g. Connect Vertex Path, triangulate operator) preserve them) I would think it is probably better to merge this with #97698 and update the report there to also include this case
Member

Closed as duplicate of #97698

Closed as duplicate of #97698
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Reference: blender/blender#104244
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