Custom split normals & sharp edge edge behavior seems incorrect #110611
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Reference: blender/blender#110611
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System Information
Operating system: Mac
Graphics card:
Blender Version
Broken: 3.6.1
Worked: 3.2
Hi,
I've noticed several changes to Blender custom (split) normal behavior between 3.2 and 3.6, using both the Python API and the user interface. I apologize if none of these are bugs, but some of this behavior seems possibly unintended to me.
First,
mesh.normals_split_custom_set(custom_normals)
Now automatically marks edges as sharp when the normals differ (or differ past a certain threshold?). This behavior is not in 3.2 and I'm not sure if it is correct or desirable. Is it supposed to be impossible to have split normals without (marked) sharp edges?
Second,
If a mesh has split normals around a sharp edge, removing the sharpness attribute on the edge (in the user interface or the api) throws away the split normal data. I'm attaching a picture:
Third,
Merge by distance in 3.2 used to preserve split normals if it joined two faces with distinct corner normals (but vertices within threshold). It now appears to average them or something.
I've attached a picture of issue #2 and a .blend file with before/afters of issue 2 and 3
Hi, thanks for the report. Could you share raw file (with attributes)
It is recommended to split issues in individual reports.
Also: detailed steps for replicating the bug will reduce the investigation time.
A guideline for making a good bug report can be found at https://wiki.blender.org/wiki/Process/Bug_Reports
Hi,
I will try my best to provide a good bug report. I'm reporting a difference in behavior using 3.5.1 and 3.6.1. I discovered this while using the API. The exact same code/ addon produced the mesh (mesh-works.blend) in 3.5 and (mesh-doesn't-work) in 3.6.1
Here is another way of looking at the bug. I'm attaching two files. They are constructed via the same addon, the exact same API functions, in Blender 3.5 and in 3.6
One of them (3.6) has edges marked as sharp automatically, without an explicit API calls to mark sharp edges. It discards split normals at edges not marked sharp, which I believe is incorrect behavior.
#109599
This seems like a related issue
Hi,
Is this still not clear enough as a bug report?
Hi, thanks for the info. This indeed looks relevant to (custom normals) #109599, closing.
Hi,
Respectfully, I wonder if closing this bug is the right approach. I reviewed Hans' optimization in 3.6 to the way split normals are handled. It is a significant (and worthwhile!) change and possibly (likely?) it introduced several bugs. I want to note that in addition to the OBJ and FBX importer being broken with split normals #109599 , the following behaviors have changed in 3.6 from 3.5:
For the things that are "probably" a bug, they are seemingly undocumented changes to behavior between 3.6 and 3.5 (I've reviewed the changelog),they are probably unintended, and at least for my use case they are undesirable.
Thanks
@HooglyBoogly /^
I believe this report has to be cleaned up in some ways:
the comments talk about a difference between 3.5 and 3.6 (whereas the report description has the difference between 3.2 and 3.6)
regarding removing the sharp attribute: I cannot spot a difference between any of those versions when doing this from the UI: in all cases, the custom normals are averaged, not preserved
regarding merging by distance: I cannot spot a difference between any of those versions when doing this from the UI: in all cases, the custom normals preserved, not averaged
If this is solely about the usage in the python API, please provide a minimal .blend file including a simple script that reproduces those issues (or provide the Addon which reproduces the issue along with exact steps to reproduce this). If this is about the usage in the UI, please also provide more exact steps from
blender-split-normal-bug-report.blend
for any of the issues.@Nick-Kallen , can you verify whether this is fixed with #109599 / 7449f0e14caecd70f093aa7c6ba02c5d6d78527e?
Hi,
I haven't done a thorough evaluation but a quick check in Blender 4.1 alpha, things look quite nice! Blender 3.6 shown by comparison
OK but Unfortunately the behaviour still differs from 3.5. You can see that the API is automatically marking edges as sharp in the pictures posted previously (3.6 and 4.1) but here in screenshot from 3.5 the edges are not marked sharp automatically. To me this change in behaviour is undesirable. This is faceted CAD data, I would like to be able to mark edges sharp myself. Clearing sharp discards split normals, so that isn't an option. I will try to narrow this down to code that you can execute directly. Let me get back to you.
Thanks, could you specify importer you've used for that?
Also share information @lichtwerk requested in #110611 (comment)
Hi,
This is not using an importer but using the API. The relevant source code is here:
b1f977c405/handler.py (L128)
To reiterate:
. The behavior is the API not the user interface
. The behavior changed in 3.6. That is, 3.5 and before (... 3.2) seem "correct" to me.
I will try to give you a simple executable test case soon. But to be clear, all you need to do is create an (quad/ngon) object with
And there are behaviour differences starting with 3.6. (e.g., it is marking sharp where it wasn't before, etc).