geo nodes breaks auto smooth and weighted normal modifier. #92948
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Reference: blender/blender#92948
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System Information
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12
Blender Version
Broken: version: 3.1.0 Alpha, branch: master, commit date: 2021-11-07 23:45, hash:
4f387e66ac
Worked: (newest version of Blender that worked as expected)
Open file, turn on rendered view (cycles). Left cube is created with geo nodes, right is a standard cube. Both have same material, and both have auto smooth enabled. Only the standard cube works. Weighted normal modifier is also broke.
normals break after geo node.blend
Added subscriber: @3di
Added subscriber: @Eary
I don't think it's a bug, there is a patch for this but it doesn't seem to get anywhere D12080 Hope there will be some solution soon.
Added subscriber: @PratikPB2123
Added subscriber: @JacquesLucke
The auto-smooth option is currently not working with geometry nodes indeed. We still haven't fully decided what do with it. Personally, I'm not a fan of using a tag on a mesh to indicate the render engine that it should somehow smooth the normals. There should be better solutions such as edge split and custom normals (which auto-smooth seems to be using internally anyway).
Added subscriber: @HaniTiby
Smoothing in blender was really confusing to me although I was Max user, it's so strange that the "Object > Shade Smooth" command is not enabling the normals Auto Smooth checkBox automatically
Or the opposite direction, if a user checks normals Auto Smooth, it should automatically set Shade Smooth.
Any way, Auto Smooth must work somehow
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @RoyTheKoi
There is a workaround for this. You just need to join the original geometry (from the group input node) with the procedural geometry using a join geometry node. Make sure the original geometry is the top-most input on the join geometry node otherwise this will not work.
This workaround also helps with getting vertex groups on procedural geometry, which can be used in other modifiers.
Ref #93208.