Backface culling and selection buffer consistency #71156
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Reference: blender/blender#71156
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System Information
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GT 750M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 376.54
Blender Version
Broken: version: 2.81 (sub 15), branch: master, commit date: 2019-10-21 18:07, hash:
388c954cb5
Short description of error
Backface culling and the selection of objects in Blender is not consistent causing unnecessary confusion.
Exact steps for others to reproduce the error
for example:
you can change to solid view, enable backface culling, change back to material preview and the selection works as expected - but it should work without this step.
here's an example with two cubes with inverted normals and the right one has the per object backface culling setting
backface_culling.blend
Added subscriber: @SimeonConzendorf
Added subscriber: @mano-wii
Changed status from 'Open' to: 'Archived'
backface_culling
is a property specific to Eevee materials.The selection uses a basic builtin engine that considers only the surfaces and edges of objects.
If we consider the materials of an engine, objects with invisible material in Cycles should not be selected either, just an example.
backface culling
could be a general property, but that would be a feature request and is not scope of the Bug Tracker.I'm not sure if you carefully read my description.
I'd conversations with other game developers and architects and yeeees: they are not happy with selection in 2.8 in combination with backface culling.
Filling out bug request about buggy workflows, which worked in 2.7x - but hearing that I should write a feature request is annoying. Especially this is not the first time in times with way more developers than ever before.
@SimeonConzendorf, could you be more specific?
Is the idea always to disable
backface culling
for object selection outside solid mode?In fact I found two
backface culling
options...The first can be seen in the
Viewport Shading
popover and affects workbench and selection.The other is a property of Eevee material (in material settings).
One affects all objects in the viewport and the other affects only the material of the object.
Added subscriber: @JulianEisel
HELP @JulianEisel (sorry to mention you again)
As I said at bcon this is not easy to describe and assigning is nothing I can do.
I described the inconsistent behavior (which should not be) at the very beginning. And maybe to shorten it: user should not be able to select a backface at all if they decide to cull it. This was the case in 2.7. In solid view and material view.
Added subscriber: @sebastian_k
Here is's a video, which makes it maybe more clear that 2.7 was working much better in this topic.
backfaces_compare27_vs_28.mp4
To me this definitely looks like a regression...
Changed status from 'Archived' to: 'Open'
Added subscriber: @1D_Inc
About global backfacing switch.
Since it is per-material setup, it is quite flexible solution, so it seems we need to make some script or somtehing for global switch, for example, for interiors obsevation.
But, indeed, this selecting issue brings some troubles to interior design process.
Changed status from 'Needs Triage' to: 'Archived'
Revisiting the report, the issue reported here is a request for modified/improved behavior and not a bug in current behavior.
As previously mentioned, this bug tracker is only for bugs and errors.
For user requests and feedback, other channels are more appropriate: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests
For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug
There are 3 types of feedback possible - Bug, Workflow Issue and Proposal.
Here is the difference between them:
The problem is that workflow issues can be as deadly as bugs, but most of them are currently defined as proposals.
They are not yet divided into a special category.
Added subscriber: @ronsn
@SimeonConzendorf: Is the functionality basically there and you just need a global switch, which changes all individual switches? :)
That would be nice to make Alt+LMB on Backface culling checkbox influence all materials, like Blender usually does.
@1D_Inc: Okay, I have to do a little bit more research and do tries before I can say something about this issue. Maybe someone other is faster than me, that's also cool. But until now I must leave you and send you on some journey like this: https://www.youtube.com/watch?v=ybV7anuZrjU
(sorry, but I love this song^^)
Edit:
Okay, I didn't mean that song! I meant this one by another artist. It's "Into the West" - Lord of the Rings: https://www.youtube.com/watch?v=UoVaK2NXmJA
God, how embarrassing :D