Normals not properly updating when using a Deform modifier after a Data Transfer (Custom Normals) modifier #94838
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Reference: blender/blender#94838
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System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12
Blender Version
Broken: version: 3.0.0, branch: master, commit date: 2021-12-02 18:35, hash:
f1cca30557
Short description of error
If you transfer vertex Normals with the Data Transfer modifier, and then deform the mesh with modifiers placed afterwards, it does not properly update the Normals in many instances. However, it starts working if you put a modifier that alters the mesh after the Data Transfer and before the deforming modifier.
For example, if you do an Edge Split modifier and uncheck Edge Angle and have no edges marked Sharp Edges, then the problem does not occur. If you uncheck Sharp Edges, then it comes back. Or if you use a Decimate Modifier set on Planar with a tiny Angle Limit like 0.0001, the problem goes away even though the mesh hasn't actually changed.
Demonstration:
Plane A is having Normals transferred from B, which is having them transferred from C. A toon shader material is on to make it easy to see shading differences. Plane C is being bent into a Cylinder with a Simple Deform modifier.
DataTransfer_bug-1.blend
Exact steps for others to reproduce the error
Add an Edge Split modifier before the Deform modifier and uncheck Edge Angle. It should now look correct.
Added subscriber: @ColinBarton
Added subscriber: @mano-wii
Changed status from 'Needs Triage' to: 'Resolved'
I reproduced this bug in the build from yesterday, but not with the latest development build
This issue seems to be resolved with
cfa53e0fbe
.So I believe we can close it as resolved.
Please try again when the next build is available.