Custom Split Normals can look bad after posing mesh (Stretching areas) #114529
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Reference: blender/blender#114529
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System Information
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79
Blender Version
Broken: version: 3.6.5, branch: blender-v3.6-release, commit date: 2023-10-16 14:30, hash:
cf1e1ed46b7e
Worked: (newest version of Blender that worked as expected)
Short description of error
Calculation error of normals at the point of mesh stretching when the mesh has custom split normals data
The normals are no longer smooth.Other softwares like ue,3dmax don't seem to have this problem.The normals are smooth.
Exact steps for others to reproduce the error
1 Import test.fbx
2 Lift the arm
I can confirm.
But at first glance it appears to be a problem with the mesh itself.
I'm not familiar with UE or 3D Max to check how normal customs are transformed there.
I'll leave it to someone with more knowledge in this area to investigate.
@mano-wii
I exported an FBX from 3ds max and imported it into Blender.The new file does not have this issue.I think blender's algorithm caused this problem.
I don't think turning off Auto Smooth is a good solution.This will render the custom split normals data ineffective.
Thanks for testing @iillya,
From the image we can see that the mesh imported from 3d max also has custom normals, but the normals seem to be better aligned than the one imported directly into Blender through FBX.
But you seem to have already imported the posed mesh. (So it could also be a rigging problem).
Could it be a precision problem with Blender's FBX importer?
Could it be that 3D Max somehow made the normals more aligned?
Could it be that 3D Max and UE rigging handle this case better than Blender?
@Mysteryem, since you seem more familiar with this area, any ideas on how to solve the mystery of what might be going on here?
I think this may be a case of Blender rigging not handling custom normals as well as other software. The FBX importer simply imports whatever normals are in the .fbx directly as custom split normals (expanding the normals to the 'CORNER' domain if they were face or vertex normals, though they're already 'CORNER' domain in
test.fbx
).If I pose the imported .fbx and transfer custom normals to it from the pre-posed 3ds import it looks good initially, but then un-posing the imported .fbx results in the normals on the shoulder no longer looking good.
Unity similarly looks good when posed (both the original
test.fbx
and an .fbx exported fromtest.blend
):Yes I have already imported the posed mesh.(The one on the right,posed in max instead of in blender).What I want to show is that just like you said ,3D Max and UE rigging handle this case better than Blender.Nothing to do with blender's FBX importer.May be related to rigging.
@Mysteryem
So this is a problem with blender's own rigging. Is it not as perfect as other software?Are there any plans to fix this issue in the future?
Calculation error of normals at the point of mesh stretching when the mesh has custom split normals datato Custom Split Normals can look bad after posing mesh (Stretching areas)I confirmed the report as a Custom Split Normals + Rigging issue
The development team can review the information provided and work towards resolving the issue ;)