Custom normals polishing #68892

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opened 4 years ago by dfelinto · 16 comments
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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
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Added subscriber: @ideasman42

Added subscriber: @ideasman42
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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.
1D_Inc commented 3 years ago

Added subscriber: @1D_Inc

Added subscriber: @1D_Inc
1D_Inc commented 3 years ago

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
1D_Inc commented 2 years ago

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)
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Reference: blender/blender#68892
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