Custom normals polishing #68892

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opened 2019-08-20 20:18:30 +02:00 by Dalai Felinto · 17 comments

There are a few issues with custom normals workflow at the moment. For example it needs auto-smooth at the moment depending on the artist pipeline.

There are a few issues with custom normals workflow at the moment. For example it needs auto-smooth at the moment depending on the artist pipeline.
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Added subscriber: @dfelinto

Added subscriber: @dfelinto

Added subscriber: @Zuorion-4

Added subscriber: @Zuorion-4

Added subscriber: @ideasman42

Added subscriber: @ideasman42

This task should include all issues - or, be split into separate tasks if they are separate projects.

This task should include all issues - or, be split into separate tasks if they are separate projects.

Added subscriber: @1D_Inc

Added subscriber: @1D_Inc

It would be nice to bring ability to preserve boundary vertex normals to a split tool (Y key).
For example, it is impossible to reconstruct such a model as 4 instances, saving UV space, because after split verices normals are changed, and they conflicts with normal map, giving a dent.
изображение.png

It would be nice to bring ability to preserve boundary vertex normals to a split tool (Y key). For example, it is impossible to reconstruct such a model as 4 instances, saving UV space, because after split verices normals are changed, and they conflicts with normal map, giving a dent. ![изображение.png](https://archive.blender.org/developer/F8307455/изображение.png)
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Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
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Changed status from 'Needs User Info' to: 'Needs Developer To Reproduce'

Changed status from 'Needs User Info' to: 'Needs Developer To Reproduce'
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@ideasman42 : From your actions, I cannot tell what the status is here? What is Incomplete on the Modeling board? Something we should set to Needs Information From User?

@ideasman42 : From your actions, I cannot tell what the status is here? What is `Incomplete` on the Modeling board? Something we should set to Needs Information From User?
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Added subscriber: @RohanRathi

Added subscriber: @RohanRathi

Thank you for custom normals preservation ability !
https://www.blender.org/wp-content/uploads/2020/08/290_normals_preservation.mp4
Indeed, it works with using rip, delete, dissolve, and knife tools.
But is it possible to support Mesh - Split - Selection (Y key) as well?

Thank you for [custom normals preservation ability ](https://developer.blender.org/T68892#860859)! https://www.blender.org/wp-content/uploads/2020/08/290_normals_preservation.mp4 Indeed, it works with using rip, delete, dissolve, and knife tools. But is it possible to support Mesh - Split - Selection (Y key) as well?
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@1D_Inc : I am still not getting custom normals preserved with many tools (also Knife), see also #97698 (Custom Normals: some operations that alter topology (bisect, loopcut, subdivide, knife, triangulate modifier) destroy them while other operations (e.g. Connect Vertex Path, triangulate operator) preserve them), am I doing something wrong?

@1D_Inc : I am still not getting custom normals preserved with many tools (also Knife), see also #97698 (Custom Normals: some operations that alter topology (bisect, loopcut, subdivide, knife, triangulate modifier) destroy them while other operations (e.g. Connect Vertex Path, triangulate operator) preserve them), am I doing something wrong?
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Note: some of this should be supported since 93c8955a72

Note: some of this should be supported since 93c8955a72

In #68892#1351084, @lichtwerk wrote:
@1D_Inc : I am still not getting custom normals preserved with many tools (also Knife), see also #97698 (Custom Normals: some operations that alter topology (bisect, loopcut, subdivide, knife, triangulate modifier) destroy them while other operations (e.g. Connect Vertex Path, triangulate operator) preserve them), am I doing something wrong?

Well, at least Split by Y was fixed.
By the way, did you tried to compare with 3.0.0? It looks like it was broken quite recently.

> In #68892#1351084, @lichtwerk wrote: > @1D_Inc : I am still not getting custom normals preserved with many tools (also Knife), see also #97698 (Custom Normals: some operations that alter topology (bisect, loopcut, subdivide, knife, triangulate modifier) destroy them while other operations (e.g. Connect Vertex Path, triangulate operator) preserve them), am I doing something wrong? Well, at least Split by Y was fixed. By the way, did you tried to compare with 3.0.0? It looks like it was broken quite recently.
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Added subscriber: @HooglyBoogly

Added subscriber: @HooglyBoogly
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Just for the records and since it would change the design of this area a bit, here's a related design task: #93551 (Mesh Auto Smooth and Normals Design Changes)

Just for the records and since it would change the design of this area a bit, here's a related design task: #93551 (Mesh Auto Smooth and Normals Design Changes)
Philipp Oeser removed the
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label 2023-02-09 15:29:39 +01:00
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Closing this task since the issue mentioned (requiring auto smooth) is resolved now. There is certainly more to do for custom normals but that can be discussed elsewhere.

Closing this task since the issue mentioned (requiring auto smooth) is resolved now. There is certainly more to do for custom normals but that can be discussed elsewhere.
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labels 2024-03-07 15:54:46 +01:00
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Reference: blender/blender#68892
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