From 577fe766b5249fe540ca841eac27fa7af61cd396 Mon Sep 17 00:00:00 2001 From: Hans Goudey Date: Wed, 15 Mar 2023 11:44:17 -0400 Subject: [PATCH] Fix #103021: Metaballs have jagged normals eaa87101cd5a20e57774 made evaluated metaballs become meshes for render engines. This exposed the normals calculated by the metaball tessellation directly, whereas before they were recalculated later. There are two fixes: not using the metaball tessellation normals at all and calculating them with the standard Mesh code path instead, or switching a define in the metaball code to use a more mesh-like vertex normal accumulation. Since the results are very similar (see attached renders), use the second solution, which should be less expensive. --- source/blender/blenkernel/intern/mball_tessellate.cc | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/source/blender/blenkernel/intern/mball_tessellate.cc b/source/blender/blenkernel/intern/mball_tessellate.cc index 12ed0fc0fc9..60da256368a 100644 --- a/source/blender/blenkernel/intern/mball_tessellate.cc +++ b/source/blender/blenkernel/intern/mball_tessellate.cc @@ -39,8 +39,8 @@ #include "BLI_strict_flags.h" -/* experimental (faster) normal calculation */ -// #define USE_ACCUM_NORMAL +/* experimental (faster) normal calculation (see #103021) */ +#define USE_ACCUM_NORMAL #define MBALL_ARRAY_LEN_INIT 4096 -- 2.30.2