Sharp normals along base mesh wires in multires sculpting with smooth shading #80641
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Reference: blender/blender#80641
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System Information
Operating system: Linux-5.4.0-47-generic-x86_64-with-debian-bullseye-sid 64 Bits
Graphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100
Blender Version
Broken: version: 2.91.0 Alpha, branch: master, commit date: 2020-09-09 05:37, hash:
0b311eeca5
Worked: As far as I know in 2.79 before the inclusion of OpenSubdiv
Short description of error
This has been a long standing issue in multires sculpting with shading artefacts in smooth shading.
These will only start appearing when sculpting on the surface and may flicker between different spots when sculpting directly over them.
Exact steps for others to reproduce the error
On these spots the sharp shading should consistently appear among others. A high contrast Matcap can help with spotting them.
In this example they are very subtle but they can be extremely noticeable on very curved surfaces.
Added subscriber: @JulienKaspar
#86980 was marked as duplicate of this issue
Added subscriber: @Sergey
Added subscriber: @iss
Changed status from 'Needs Triage' to: 'Needs User Info'
I can't reproduce this. Do you need to change some brush settings to make this issue more evident? Perhaps can you make video recording when this happens?
@iss Try a high contrast matcap to make it more visible. Also smooth with a small radius on a spot that is nowhere near the areas that I've shown in the images.
I checked with others and they can reproduce it.
Changed status from 'Needs User Info' to: 'Confirmed'
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metal_shiny.exr
matcap worked great here, I can reproduce easily by sculpting in area displayed in your second image.After undoing stroke, sharp edges remain there, but they dissappear when switching to object mode.
Added subscriber: @PabloDobarro
I would rather wait for #84864 before investigating this
Added subscribers: @Vyach, @PratikPB2123
Added subscriber: @unizen