Text Extrude with Negative Bevel Shading Issues #74587

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opened 2020-03-09 20:46:16 +01:00 by Jeroen Bakker · 13 comments
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System Information
Operating system: Linux-5.0.0-38-generic-x86_64-with-debian-buster-sid 64 Bits
Graphics card: Mesa DRI Intel(R) UHD Graphics 620 (Kabylake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.0-devel (git-2631fd3 2019-07-24 cosmic-oibaf-ppa)

Blender Version
Broken: version: 2.83 (sub 7), branch: master, commit date: 2020-03-09 hash: 503d5c0c65
Worked: version: 2.82

Short description of error
When using an extruded text object with a negative bevel the shading is off.

Exact steps for others to reproduce the error
text-negative-bevel-normals.blend

  • Open the attached file in Blender 2.82 and 2.83 and see the differences. I expect that half of the extrude Half of the extrude uses wrong data?
  • By changing the bevel depth to positive the shading is correct.

From default blender

  • Create a text
  • set the extrude to a positive number (0.1)
  • set the bevel depth to a negative number (-0.01)

My first impression is that the negative depth was not tested as it has a soft limit in the UI. But it was supported.

**System Information** Operating system: Linux-5.0.0-38-generic-x86_64-with-debian-buster-sid 64 Bits Graphics card: Mesa DRI Intel(R) UHD Graphics 620 (Kabylake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.0-devel (git-2631fd3 2019-07-24 cosmic-oibaf-ppa) **Blender Version** Broken: version: 2.83 (sub 7), branch: master, commit date: 2020-03-09 hash: `503d5c0c65` Worked: version: 2.82 **Short description of error** When using an extruded text object with a negative bevel the shading is off. **Exact steps for others to reproduce the error** [text-negative-bevel-normals.blend](https://archive.blender.org/developer/F8398016/text-negative-bevel-normals.blend) * Open the attached file in Blender 2.82 and 2.83 and see the differences. I expect that half of the extrude Half of the extrude uses wrong data? * By changing the bevel depth to positive the shading is correct. From default blender * Create a text * set the extrude to a positive number (0.1) * set the bevel depth to a negative number (-0.01) My first impression is that the negative depth was not tested as it has a soft limit in the UI. But it was supported.
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Added subscriber: @Jeroen-Bakker

Added subscriber: @Jeroen-Bakker
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Added subscriber: @EAW

Added subscriber: @EAW
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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I can confirm.

2.83.7
textbevel_2.83.7.jpg

2.82 release
Textbevel_2.82.7_release.jpg

I can confirm. 2.83.7 ![textbevel_2.83.7.jpg](https://archive.blender.org/developer/F8398162/textbevel_2.83.7.jpg) 2.82 release ![Textbevel_2.82.7_release.jpg](https://archive.blender.org/developer/F8398164/Textbevel_2.82.7_release.jpg)
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Added subscriber: @HooglyBoogly

Added subscriber: @HooglyBoogly
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Git bisect points to e34d3e32dd Fix #71200: Build curve geometry in one piece @HooglyBoogly

Git bisect points to e34d3e32dd Fix #71200: Build curve geometry in one piece @HooglyBoogly
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I suspect this is just a downside of using one piece of geometry for the sides of the text. Before each quarter and each side was a separate disconnected piece of geometry, effectively with split normals on the borders between them. Now they're the same mesh, so the shading is incorrectly trying to figure out the weird geometry.

Maybe this could be solved by reverting to the old behavior for negative bevel offsets. Or more deeply by using split normals in this situation if that's possible. I'm not sure what the use case for such geometry is though..

I suspect this is just a downside of using one piece of geometry for the sides of the text. Before each quarter and each side was a separate disconnected piece of geometry, effectively with split normals on the borders between them. Now they're the same mesh, so the shading is incorrectly trying to figure out the weird geometry. Maybe this could be solved by reverting to the old behavior for negative bevel offsets. Or more deeply by using split normals in this situation if that's possible. I'm not sure what the use case for such geometry is though..
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We used it for creating distance text with some additional contrast on the edges. I used that as I had sometime pressure finishing a project.

We used it for creating distance text with some additional contrast on the edges. I used that as I had sometime pressure finishing a project.
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@Jeroen-Bakker
What would be a good resolution of this task in your opinion? I don't think I would classify this as a bug, rather a side effect of creating the curve geometry in one piece.

@Jeroen-Bakker What would be a good resolution of this task in your opinion? I don't think I would classify this as a bug, rather a side effect of creating the curve geometry in one piece.
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Added subscriber: @ideasman42

Added subscriber: @ideasman42
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@ideasman42 What's the idea with making this a todo? It's not clear if there is anything to do from the report, the change is just a side effect of having a contiguous mesh for the entire section of the curve.

Anyway, custom profile bevels on curves will make it easy to get a pronounced edge.

I would suggest closing this report instead of keeping it cluttering the module page.

@ideasman42 What's the idea with making this a todo? It's not clear if there is anything to do from the report, the change is just a side effect of having a contiguous mesh for the entire section of the curve. Anyway, custom profile bevels on curves will make it easy to get a pronounced edge. I would suggest closing this report instead of keeping it cluttering the module page.

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'

@HooglyBoogly, it looked like an error, however even after converting to a mesh, these normals remain the same.

As you say, this is just the result of sharing geometry, closing.

@HooglyBoogly, it looked like an error, however even after converting to a mesh, these normals remain the same. As you say, this is just the result of sharing geometry, closing.
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Reference: blender/blender#74587
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