Solidify (Complex, Constraints) - very rare glitch #109239
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Reference: blender/blender#109239
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System Information
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02
Blender Version
Broken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash:
e1ccd9d4a1d3
Worked: 3.1.2
behavior changed in
c2e8e68b65
Short description of error
Solidify modifier creates a weird glitch at a specific vertex.
Exact steps for others to reproduce the error
I have a model with about 40000 verticies that I wanted to solidify. Everything works fine, except the surroundings of a single vertex. The topology does not seem any particular there. The model is made out of triangles, but the glitch also appears if I convert it to quads. I copied the vertex and the surrounding faces to a sperarate blender file and recorded how the glitch appears depending on moving one of the verticies:
(the glitch looks exactly the same when the vertex is part of the larger object)
Solidify Modifier Settings:
Mode: Complex
Thickness Mode: Constraints
(other settings does not affect the glitch)
Can confirm the issue.
Seems like solidify does not like filling this loop:
If I apply the modifier with just the rim and fill it in editmode though that does not seem to be a problem (both beauty and non-beauty options).
Interestingly, this seems to work differently in 3.1.2, so changed somewhere on the way to 3.2 (will check when that changed)
So behavior changed in
c2e8e68b65
@weasel : think there is still room for improvement here?
I have found a few more instances of the bug, and collected them into a blend file. I hope it helps.
Interestingly, at the horseshoe looking model, the two sides are similar, but the glitch only appears on one side.
There is definitely room for improvement, but I'm not quite sure how to improve it. I'm currently trying a few things.
When I programmed it, I made a complicated algorithm to reduce the amount of normals used as constraints. Since changing the thresholds seems to just move the errors around, I guess a different algorithm is needed.