Regression: Cycles: unstable triangulation of mesh in viewport #106469
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Reference: blender/blender#106469
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System Information
Operating system: Fedora Linux 37 (Wayland)
Graphics card: AMD
Blender Version
Broken: 3.5.0 (flatpak)
Worked: 3.4.1 (fedora rpm)
Exposed/Caused by
511ac66dab
Short description of error
There are two observable issues:
Steps to reproduce
Note:
It is easier to see against a dark background.
Can confirm the issue. Might relate to threading and different triangulation algorithm used in bmesh and mesh.
I'll attach a file on the first post to show the problem.
Probably also caused by
16fbadde36
We had #106134 already, but I can confirm this is still happening (even after
5efa39096c
)@HooglyBoogly : mind checking?
I suspect #106430 is also affected by that commit...
Cycles: unstable triangulation of mesh in viewportto Regression: Cycles: unstable triangulation of mesh in viewportThink this is more about
6c774feba2
(but would have to check... lets continue discussion in #106430)Not caused by
16fbadde36
, will bisect the real culpritExposed/Caused by
511ac66dab
Havent checked if cycles triangulation is actually the same as viewport triangulation (or if this is another bug).
@HooglyBoogly : mind checking?
It looks like the problem is in
mesh_calc_tessellation_for_face_impl
. This gives different results depending on whether face normals happen to be calculated already or not. In other words,is_quad_flip_v3_first_third_fast_with_normal
is not equivalent tois_quad_flip_v3_first_third_fast
. I'm surprised this was only exposed now actually, it looks like this issue has been there for a while, since2d60c496a2
. It's just visible because Cycles copies meshes that are in edit mode, which doesn't carry over any cached triangulation.I have some ideas I'd like to investigate next:
BM_face_triangulate
MOD_TRIANGULATE_QUAD_BEAUTY
. Check to see if the performance is much worsef088c6b9f6
. Where does this flipping mechanism come from, compared to something simpler like equalizing the area of the two triangles (mentioned here)Mesh
evaluation when the "non-fast" version of the function is used forBMesh
.@ideasman42 From the git history it looks like you've worked on mesh triangulation in the past, do you have any thoughts about this, maybe about which of those ideas seem worth investigating?
I attached a simpler reproduction with a single face.
At least in one case (a large UV sphere primitive), this fix seems to have made triangulation a bit faster too, that's nice!