Simple Deform modifier in bend mode doesn't work on thin geometry #62080

Closed
opened 2019-03-01 12:28:20 +01:00 by Ludvik Koutny · 11 comments
Contributor

System Information
Operating system: Windows 10
Graphics card: GTX1080Ti

Blender Version
Broken: 2.8 latest master
Worked: Probably never

Short description of error
Simple Deform modifier in Bend mode doesn't work on thin geometry, such as plane. It's a very common workflow to bend a simple rectangular plane.

Exact steps for others to reproduce the error
1, In a new blender file, create a plane
2, Enter edit mode of the plane, and subdivide the plane a few times to get enough topological density for bending
3, Exit edit mode and apply Simple Deform modifier on the plane
4, Switch Simple Deform mode to Bend
5, Notice that despite Deform angle being set to 45°, the modifier has no effect on X axis
6, Switch to Y axis and notice the modifier has also no effect
7, Switch to Z axis and notice the modifier has effect, although Z axis is the least likely axis user will want to bend a plane along.

Result: Simple Deform modifier set to Bend mode works only on Z axis if the geometry is thin (planar)

Expected: Simple Deform modifier in Bend mode works on any kind of geometry.

**System Information** Operating system: Windows 10 Graphics card: GTX1080Ti **Blender Version** Broken: 2.8 latest master Worked: Probably never **Short description of error** Simple Deform modifier in Bend mode doesn't work on thin geometry, such as plane. It's a very common workflow to bend a simple rectangular plane. **Exact steps for others to reproduce the error** 1, In a new blender file, create a plane 2, Enter edit mode of the plane, and subdivide the plane a few times to get enough topological density for bending 3, Exit edit mode and apply Simple Deform modifier on the plane 4, Switch Simple Deform mode to Bend 5, Notice that despite Deform angle being set to 45°, the modifier has no effect on X axis 6, Switch to Y axis and notice the modifier has also no effect 7, Switch to Z axis and notice the modifier has effect, although Z axis is the least likely axis user will want to bend a plane along. Result: Simple Deform modifier set to Bend mode works only on Z axis if the geometry is thin (planar) Expected: Simple Deform modifier in Bend mode works on any kind of geometry.
Author
Contributor

Added subscriber: @Rawalanche

Added subscriber: @Rawalanche

#69900 was marked as duplicate of this issue

#69900 was marked as duplicate of this issue
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

Havent looked at the code further, but the local Z axis plays an important role [no matter which deform axis you actually pick]

You can get deformations on thin planes if you place your geometry in a way you actually get non-zero values for your verts [in local Z]:
#62080.blend

I would guess this is not considered a bug [even though it might seem a little unintuitive...]

Havent looked at the code further, but the local Z axis plays an important role [no matter which deform axis you actually pick] You can get deformations on thin planes if you place your geometry in a way you actually get non-zero values for your verts [in local Z]: [#62080.blend](https://archive.blender.org/developer/F6735781/T62080.blend) I would guess this is not considered a bug [even though it might seem a little unintuitive...]
Author
Contributor

I would definitely consider it a bug. I mean, if the geometry is not thin, then it works even without user having to go through the hoops of orienting the topology to cater to the modifier (or destructively applying rotation transform). Here's an example with a box:
image.png
X, Y and Z axes respectively, all of them work. Do you see any logical reason why the topology being thin should have any effect on this?

I would definitely consider it a bug. I mean, if the geometry is not thin, then it works even without user having to go through the hoops of orienting the topology to cater to the modifier (or destructively applying rotation transform). Here's an example with a box: ![image.png](https://archive.blender.org/developer/F6736142/image.png) X, Y and Z axes respectively, all of them work. Do you see any logical reason why the topology being thin should have any effect on this?
Member

Still havent looked at the code, but if geometry is not thin, its verts most likely are non-zero in local Z. (this seems to be the important part, as mentioned above...)
This might be for historical reasons [iirc in 2.79 you couldnt even pick an axis...], but like I said, would need to check code first...

Still havent looked at the code, but if geometry is not thin, its verts most likely are non-zero in local Z. (this seems to be the important part, as mentioned above...) This might be for historical reasons [iirc in 2.79 you couldnt even pick an axis...], but like I said, would need to check code first...
Author
Contributor

In #62080#630448, @lichtwerk wrote:
Still havent looked at the code, but if geometry is not thin, its verts most likely are non-zero in local Z. (this seems to be the important part, as mentioned above...)
This might be for historical reasons [iirc in 2.79 you couldnt even pick an axis...], but like I said, would need to check code first...

I am maybe starting to understand it. Basically it'd need two axes. One to define which axis to bend along and one to define which axis to bend in. So for example "I want to bend a plane in X axis along Y axis". That's indeed probably not a bug but very confusing behavior non the less.

> In #62080#630448, @lichtwerk wrote: > Still havent looked at the code, but if geometry is not thin, its verts most likely are non-zero in local Z. (this seems to be the important part, as mentioned above...) > This might be for historical reasons [iirc in 2.79 you couldnt even pick an axis...], but like I said, would need to check code first... I am maybe starting to understand it. Basically it'd need two axes. One to define which axis to bend along and one to define which axis to bend in. So for example "I want to bend a plane in X axis along Y axis". That's indeed probably not a bug but very confusing behavior non the less.

Closed as duplicate of #61523

Closed as duplicate of #61523

Added subscriber: @ZedDB

Added subscriber: @ZedDB

While the behavior might be unintuitive, that is how the code is supposed to work. You will either have to move the origin of the object or define an other bending point with the modifier.

As stated in #61523, https://blender.community/c/rightclickselect/ is the place to discuss how to make this modifier more intuitive.

While the behavior might be unintuitive, that is how the code is supposed to work. You will either have to move the origin of the object or define an other bending point with the modifier. As stated in #61523, https://blender.community/c/rightclickselect/ is the place to discuss how to make this modifier more intuitive.

Added subscribers: @Alphyn, @AFWS

Added subscribers: @Alphyn, @AFWS
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
5 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#62080
No description provided.