New OBJ importer: edge sharp values are seemingly random and unexpected #97820
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Reference: blender/blender#97820
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System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09
Blender Version
Broken: version: 3.2.0 Alpha, branch: master, commit date: 2022-05-03 17:49, hash:
04df0a3b8c
Short description of error
I haven't been able to track down why this is. The code seems ok at first glance. But it looks like edge Sharp flags are being set on geometry that should be entirely smooth. And there are some objects with the opposite issue where before they were sharp but now not. I'm not sure if that's expected but the Sphere issue present in both repros below is certainly not.
Exact steps for others to reproduce the error
Note: The box example is from the following:
CornellBox-Glossy.mtl
CornellBox-Glossy.obj
Added subscriber: @deadpin
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @scurest
The same issue happened in the glTF importer. I'd love to know how to avoid it. The "star shaped" pattern of sharp edges occurs around a vertex where the split normals should line up but don't. Look carefully and you can see there are (at least) two distinct lines here.
Using Python, I found this happens only when using
normals_split_custom_set
(notnormals_split_custom_set_from_vertices
), and it happens despite the normals passed in to the set function being identical at those corners (reading them back out after setting gives different values than what was passed in).@scurest in OBJ case, it seems that the issue was with normals that are not exactly unit length (due to text format only having limited number of float digits). If the glTF case was with text-based files, maybe that was the reason as well?
This issue was referenced by
f02d54440d
This issue was referenced by
cf8922ef57
Changed status from 'Confirmed' to: 'Resolved'