sharp_edge attribute doesn't work for GN-created geometry in 4.0 #112442

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opened 2023-09-16 13:27:05 +02:00 by Ludvik Koutny · 6 comments
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System Information
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13

Blender Version
Broken: version: 4.0.0 Alpha, branch: main, commit date: 2023-09-10 22:17, hash: fca8df9415b1
Worked: (newest version of Blender that worked as expected)

Short description of error
Blender 4.0 is expected to finally expose normal smoothing capabilities to geometry nodes, and while the sharp_face attribute seems to somewhat work on the geometry generated inside GN, instead of inherited from the parent object, sharp_edge attribute just won't work on GN-created geometry no matter what.
image

Exact steps for others to reproduce the error

  1. Open the attached file: sharpbug.blend
  2. Move the B value of Great Than node
    Result: sharp_edge attribute modifications don't have any effect on the mesh shading.
    Expected: sharp_edge attribute modifications affect the mesh shading.
**System Information** Operating system: Windows-10-10.0.22621-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13 **Blender Version** Broken: version: 4.0.0 Alpha, branch: main, commit date: 2023-09-10 22:17, hash: `fca8df9415b1` Worked: (newest version of Blender that worked as expected) **Short description of error** Blender 4.0 is expected to finally expose normal smoothing capabilities to geometry nodes, and while the sharp_face attribute seems to somewhat work on the geometry generated inside GN, instead of inherited from the parent object, sharp_edge attribute just won't work on GN-created geometry no matter what. ![image](/attachments/483b3395-db3a-405f-bd72-b28c39187042) **Exact steps for others to reproduce the error** 1. Open the attached file: [sharpbug.blend](/attachments/88951d30-101c-48db-8109-2c7a001ed731) 2. Move the B value of Great Than node Result: sharp_edge attribute modifications don't have any effect on the mesh shading. Expected: sharp_edge attribute modifications affect the mesh shading.
Ludvik Koutny added the
Priority
Normal
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Report
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Needs Triage
labels 2023-09-16 13:27:06 +02:00

Auto Smooth option is Mesh data. If you generate new Meshes in Geometry Nodes (Cylinder primitives) than Auto Smooth going to be disabled by default on its.
For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug

Auto Smooth option is Mesh data. If you generate new Meshes in Geometry Nodes (Cylinder primitives) than Auto Smooth going to be disabled by default on its. For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug
Blender Bot added
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labels 2023-09-16 13:32:33 +02:00
Author
Contributor

Auto Smooth option is Mesh data. If you generate new Meshes in Geometry Nodes (Cylinder primitives) than Auto Smooth going to be disabled by default on its.
For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug

The page you linked to does not explain why this is not a bug. How are we going to be auto-smoothing geometry in 4.0 if it's created in GN? The planned solution is this: #111352 and #108014 but it would be scary if this didn't also work on geometry that is generated inside GN node trees.

This report is not for Blender 3.6 but 4.0. So I want to report it before this bug gets into the final release version, not after final release happens.

> Auto Smooth option is Mesh data. If you generate new Meshes in Geometry Nodes (Cylinder primitives) than Auto Smooth going to be disabled by default on its. > For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug The page you linked to does not explain why this is not a bug. How are we going to be auto-smoothing geometry in 4.0 if it's created in GN? The planned solution is this: https://projects.blender.org/blender/blender/issues/111352 and https://projects.blender.org/blender/blender/pulls/108014 but it would be scary if this didn't also work on geometry that is generated inside GN node trees. This report is not for Blender 3.6 but 4.0. So I want to report it before this bug gets into the final release version, not after final release happens.
Member

I'll keep this open and claim it so I can make sure the limitation is documented in the release notes and the manual. But indeed, the PR that makes this work without auto smooth was delayed until 4.1.

I'll keep this open and claim it so I can make sure the limitation is documented in the release notes and the manual. But indeed, the PR that makes this work without auto smooth was delayed until 4.1.
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labels 2023-09-16 14:45:15 +02:00
Hans Goudey self-assigned this 2023-09-16 14:45:23 +02:00
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I'll keep this open and claim it so I can make sure the limitation is documented in the release notes and the manual. But indeed, the PR that makes this work without auto smooth was delayed until 4.1.

Is there literally anything I can do to get a cylinder with smooth side walls out of GN before 4.1? 4.1 is going to be out in over half a year.

  • I tried the curve to mesh workaround, but unfortunately if the profile curve is circle, then the spline factor-generated UVs would flip between the endpoints of profile.
  • If I use spiral workaround for that, then the UVs are fine but Fill Caps doesn't work on Curve to Mesh because the profile curve isn't closed.
  • If I make and position the caps myself, and then weld the vertices, then the smoothing breaks once again.
> I'll keep this open and claim it so I can make sure the limitation is documented in the release notes and the manual. But indeed, the PR that makes this work without auto smooth was delayed until 4.1. Is there literally anything I can do to get a cylinder with smooth side walls out of GN before 4.1? 4.1 is going to be out in over half a year. - I tried the curve to mesh workaround, but unfortunately if the profile curve is circle, then the spline factor-generated UVs would flip between the endpoints of profile. - If I use spiral workaround for that, then the UVs are fine but Fill Caps doesn't work on Curve to Mesh because the profile curve isn't closed. - If I make and position the caps myself, and then weld the vertices, then the smoothing breaks once again.
Member

Maybe of use as a workaround: joining the original input geometry of the mesh (so long as it has at least one vertex) and then separating out the input geometry again allows the generated primitive to inherit the Auto Smooth option of the mesh.

image

Maybe of use as a workaround: joining the original input geometry of the mesh (so long as it has at least one vertex) and then separating out the input geometry again allows the generated primitive to inherit the Auto Smooth option of the mesh. ![image](/attachments/39f5e474-8ca5-4fbf-a3fe-b6e6d7496501)
243 KiB
Author
Contributor

Maybe of use as a workaround: joining the original input geometry of the mesh (so long as it has at least one vertex) and then separating out the input geometry again allows the generated primitive to inherit the Auto Smooth option of the mesh.

image

Ohhhh.... I tried the join method but I didn't realize this required at least one vertex. I always started with empty mesh container with 0 vertices. Thanks!

> Maybe of use as a workaround: joining the original input geometry of the mesh (so long as it has at least one vertex) and then separating out the input geometry again allows the generated primitive to inherit the Auto Smooth option of the mesh. > > ![image](/attachments/39f5e474-8ca5-4fbf-a3fe-b6e6d7496501) Ohhhh.... I tried the join method but I didn't realize this required at least one vertex. I always started with empty mesh container with 0 vertices. Thanks!
Blender Bot added
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labels 2023-10-05 13:19:04 +02:00
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Reference: blender/blender#112442
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