"smooth by angle" splits edges #119921

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opened 2024-03-26 15:43:57 +01:00 by Sindre-t · 8 comments

Blender Version
Broken: version: 4.1.0 Release Candidate, branch: blender-v4.1-release, commit date: 2024-03-22 19:59, hash: 64bfe491645f
Worked: (newest version of Blender that worked as expected)

Short description of error
If I use the "smooth by angle" in my modifier stack, my edges get split, this appears for me only in render mode using a UV mapped displacement

To reproduce just do this

**Blender Version** Broken: version: 4.1.0 Release Candidate, branch: blender-v4.1-release, commit date: 2024-03-22 19:59, hash: `64bfe491645f` Worked: (newest version of Blender that worked as expected) **Short description of error** If I use the "smooth by angle" in my modifier stack, my edges get split, this appears for me only in render mode using a UV mapped displacement To reproduce just do this
Sindre-t added the
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labels 2024-03-26 15:43:58 +01:00
Iliya Katushenock added the
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labels 2024-03-26 15:47:59 +01:00

Thanks for report, please, share some simple example file.

Thanks for report, please, share some simple example file.
Author

Updated now, it works in 4.0, its broken in 4.1

Updated now, it works in 4.0, its broken in 4.1

@Sindre-t, I'm having difficulty understanding the problem you're experiencing.
From what I could test, the results in versions 4.1 and 4.2 appear to be correct.
In fact, I was able to identify an issue in version 4.0, but when I adjusted the AutoSmooth properties, I was able to achieve the expected result.

Could you please provide more specific details on the issue? Note in the modifier that you set a Maximum face angle for smooth edges. (See https://docs.blender.org/manual/en/4.2/scene_layout/object/editing/shading.html#shade-smooth-by-angle).

Please note that version 4.0 is no longer receiving bug fixes. If you encounter any issues, it is recommended to update to a newer version.

@Sindre-t, I'm having difficulty understanding the problem you're experiencing. From what I could test, the results in versions 4.1 and 4.2 appear to be correct. In fact, I was able to identify an issue in version 4.0, but when I adjusted the AutoSmooth properties, I was able to achieve the expected result. Could you please provide more specific details on the issue? Note in the modifier that you set a `Maximum face angle for smooth edges`. (See https://docs.blender.org/manual/en/4.2/scene_layout/object/editing/shading.html#shade-smooth-by-angle). Please note that version 4.0 is no longer receiving bug fixes. If you encounter any issues, it is recommended to update to a newer version.
Germano Cavalcante added
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labels 2024-03-26 18:49:47 +01:00
Author

I am able to perfectly replicate the error on another computer using the same steps. Using a subdivided cube with shade smooth and the new "smooth by angle" modifier (or just marked sharp I noticed now). The edges appears as if they are split using a displacement map when in rendered view in cycles. In my example I am using a standard cube. I replicated the model in geometry nodes to show that nothing is split manually.
This should not happen right?
I saw that the Blender 4.1 just got released and the same thing happens there.

I am able to perfectly replicate the error on another computer using the same steps. Using a subdivided cube with shade smooth and the new "smooth by angle" modifier (or just marked sharp I noticed now). The edges appears as if they are split using a displacement map when in rendered view in cycles. In my example I am using a standard cube. I replicated the model in geometry nodes to show that nothing is split manually. This should not happen right? I saw that the Blender 4.1 just got released and the same thing happens there.
Germano Cavalcante added
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labels 2024-03-27 00:43:52 +01:00

Even though does not seem ideal in some cases. It's always worked like this in Cycles.
See Blender 2.79 for example:
image

Therefore, this behavior is expected, so closing.

You can try other channels for user requests and feedback if you prefer.

Even though does not seem ideal in some cases. It's always worked like this in Cycles. See Blender 2.79 for example: ![image](/attachments/6601d539-556c-4008-a80e-e4c7d386f815) Therefore, this behavior is expected, so closing. You can try other channels for [user requests and feedback](https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests) if you prefer.
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Blender Bot added
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labels 2024-03-27 02:43:14 +01:00
Author

Maybe there is some logic behind this, but right now it feels really inconvenient. Can I suggest having an option to not split edges as it feels a bit silly right now having this problem every time

Maybe there is some logic behind this, but right now it feels really inconvenient. Can I suggest having an option to not split edges as it feels a bit silly right now having this problem every time
@Sindre-t https://projects.blender.org/blender/blender/issues/48279#issuecomment-592614
Author

I am sorry, I was wrong. I see it is like this in Blender 3.6 as well. I guess I just haven't been using displacement enough to notice this, thank you for quick responses

I am sorry, I was wrong. I see it is like this in Blender 3.6 as well. I guess I just haven't been using displacement enough to notice this, thank you for quick responses
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Reference: blender/blender#119921
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