Normal Edit modifier creates flipped normal #51645

Closed
opened 6 years ago by SirPigeonz · 15 comments

Ubuntu 17.04

Blender Version
Broken: Blender 2.78 - build bot Hash: 9f044cb422

Short description of error
Normal Edit modifier creates flipped normal resulting holes in mesh with single side rendering (visible when backafe culling is eneabled).

Selection_106.png

Exact steps for others to reproduce the error

  • Create Monkey
  • Set Auto Smooth
  • Add Custom Normals Data
  • Turn on Backface Culling

Add Normal Edit Modifier

Ubuntu 17.04 **Blender Version** Broken: Blender 2.78 - build bot Hash: 9f044cb422 **Short description of error** Normal Edit modifier creates flipped normal resulting holes in mesh with single side rendering (visible when backafe culling is eneabled). ![Selection_106.png](https://archive.blender.org/developer/F611200/Selection_106.png) **Exact steps for others to reproduce the error** - Create Monkey - Set Auto Smooth - Add Custom Normals Data - Turn on Backface Culling # Add Normal Edit Modifier
Poster

Changed status to: 'Open'

Changed status to: 'Open'
Poster

Added subscriber: @SirPigeonz

Added subscriber: @SirPigeonz

Added subscriber: @FloridaJo

Added subscriber: @FloridaJo

Actually you have assumed the normals are flipped, but they are not. Turn on normals display and you will see. (maybe change title to "Normal Edit Modifier interferes with backface culling"
Seems to be though something flakey with the backface culling method or the 'set split normals' modifier is interfering with the polygon point order.
Backface culling should only cull faces with points in the polygon that are in counterclockwise order.

I don't know if this is normal or not though. I wouldn't think so.

Actually you have assumed the normals are flipped, but they are not. Turn on normals display and you will see. (maybe change title to "Normal Edit Modifier interferes with backface culling" Seems to be though something flakey with the backface culling method or the 'set split normals' modifier is interfering with the polygon point order. Backface culling should only cull faces with points in the polygon that are in counterclockwise order. I don't know if this is normal or not though. I wouldn't think so.
mont29 commented 6 years ago
Owner

Added subscriber: @mont29

Added subscriber: @mont29
mont29 commented 6 years ago
Owner

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
mont29 closed this issue 6 years ago
mont29 self-assigned this 6 years ago
mont29 commented 6 years ago
Owner

I see no bug here, obviously if you put custom normals too far away from 'normal' values, you'll get plenty of artifacts, among which reversed face normals… That’s why the modifier has a Max Angle setting, set it to something slightly lower than 90° should fix most of those, by preventing custom normals to “cross” their faces’ planes.

I see no bug here, obviously if you put custom normals too far away from 'normal' values, you'll get plenty of artifacts, among which reversed face normals… That’s why the modifier has a `Max Angle` setting, set it to something slightly lower than 90° should fix most of those, by preventing custom normals to “cross” their faces’ planes.
Poster

@mont29
Are you sure?
If I use data transfer modifier with Suzane and UV Sphere, normals look the same as in Normal Edit modifier but faces don't freak out and flip to other side. I get exactly same effect without this artifact. Why one works and other is broken?
Also I had to use 33 degrees which is not slightly.

@mont29 Are you sure? If I use data transfer modifier with Suzane and UV Sphere, normals look the same as in Normal Edit modifier but faces don't freak out and flip to other side. I get exactly same effect without this artifact. Why one works and other is broken? Also I had to use 33 degrees which is not slightly.
Poster

Changed status from 'Archived' to: 'Open'

Changed status from 'Archived' to: 'Open'
SirPigeonz reopened this issue 6 years ago
Poster

I was waiting for reply but it probably got lost. Opening bug again.
It should work as in post above. Looks like a valid bug.

I was waiting for reply but it probably got lost. Opening bug again. It should work as in post above. Looks like a valid bug.
mont29 commented 6 years ago
Owner

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
mont29 closed this issue 6 years ago
mont29 commented 6 years ago
Owner

No it should not, just draw straight lines between object center and vertices, you'll see that on a mesh with quite a bit of concave areas like our monkey, you'll generate over 90° away normals compared to auto-generated ones in some places.

Data transfer uses much, much more complex and sophisticated algorithm than mere 'spherical' normals, and even there it can fail in some cases.

No it should not, just draw straight lines between object center and vertices, you'll see that on a mesh with quite a bit of concave areas like our monkey, you'll generate over 90° away normals compared to auto-generated ones in some places. Data transfer uses much, much more complex and sophisticated algorithm than mere 'spherical' normals, and even there it can fail in some cases.
Poster

Hmm, ok I understand.
Maybe at least error message in modifier to indicate that some normals are now rotated beyond 90 degrees?
If it can't be fixed it would be good to at least check for errors that this algorithm may produce without user knowledge.

Hmm, ok I understand. Maybe at least error message in modifier to indicate that some normals are now rotated beyond 90 degrees? If it can't be fixed it would be good to at least check for errors that this algorithm may produce without user knowledge.
mont29 commented 6 years ago
Owner

Once again, there is no error at all here! There is no magic barrier preventing a vertex normal to go “opposite” to some face normal around it.

Use the tools wisely according to what they do and on what geometry you apply them on, a simple 'spherical' normal setting will most likely not work great with a complex, heavily convex mesh like the monkey head. At least not without some control (like normal angle limitation, and/or reduced influence…).

Once again, there is no error at all here! There is no magic barrier preventing a vertex normal to go “opposite” to some face normal around it. Use the tools wisely according to what they do and on what geometry you apply them on, a simple 'spherical' normal setting will most likely not work great with a complex, heavily convex mesh like the monkey head. At least not without some control (like normal angle limitation, and/or reduced influence…).
Poster

Exclamation marks are not needed, nor sarcasm.
I understand that this is normal behavior of this algorithm in some cases, but that doesn't change that it can produce problematic results without user knowing it.
Why those artifacts are created is secondary in this situation.

I'm not reporting bugs to argue, or make anybody offended. I just want to help improve Blender.
In this situation my intention was only to give constructive feedback from my perspective how this tool performs. I didn't had ill intentions at all.

Exclamation marks are not needed, nor sarcasm. I understand that this is normal behavior of this algorithm in some cases, but that doesn't change that it can produce problematic results without user knowing it. Why those artifacts are created is secondary in this situation. I'm not reporting bugs to argue, or make anybody offended. I just want to help improve Blender. In this situation my intention was only to give constructive feedback from _my_ perspective how this tool performs. I didn't had ill intentions at all.
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Reference: blender/blender#51645
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