Some fonts that have variable support displayed incorrectly #102753

Closed
opened 2022-11-24 23:03:28 +01:00 by Roman · 8 comments

System Information
Operating system: Windows-10-10.0.22623-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30

Blender Version
Broken: version: 3.5.0 Alpha, branch: master, commit date: 2022-11-23 18:35, hash: f4e1f62c62
Worked: (newest version of Blender that worked as expected)

Short description of error
Some fonts that have variable support displayed incorrectly

Exact steps for others to reproduce the error

  1. Download 'Comfortaa' font from Google Fonts
  2. Add text object in Blender and use this font (for example static version Comfortaa Bold)

var_fonts_issue.blend
Screenshot_1.png

**System Information** Operating system: Windows-10-10.0.22623-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30 **Blender Version** Broken: version: 3.5.0 Alpha, branch: master, commit date: 2022-11-23 18:35, hash: `f4e1f62c62` Worked: (newest version of Blender that worked as expected) **Short description of error** Some fonts that have variable support displayed incorrectly **Exact steps for others to reproduce the error** 1. Download 'Comfortaa' font from Google Fonts 2. Add text object in Blender and use this font (for example static version Comfortaa Bold) [var_fonts_issue.blend](https://archive.blender.org/developer/F13966659/var_fonts_issue.blend) ![Screenshot_1.png](https://archive.blender.org/developer/F13966663/Screenshot_1.png)
Author

Added subscriber: @hxika

Added subscriber: @hxika
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Added subscribers: @Harley, @PratikPB2123

Added subscribers: @Harley, @PratikPB2123
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Added subscriber: @HooglyBoogly

Added subscriber: @HooglyBoogly
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There are definitely many fonts that don't triangulate properly with our current (outline to nurbs curves) code, but that should not be related to whether they are Variable or not. We don't use any variable axis features in the vfont (3D Text Objects) code yet.

The internal control points and curves are the same in Variable fonts as in regular fonts. How these are changed using design axes are in separate (internal) font tables and don't interfere if not used.

However...

The designs of Variable fonts are more likely to result in some odd overlaps. The following is a good illustration of what I mean:

{F13969815,width=100%}

This is Roboto Flex. Since it allows changes in the "weight" axis, the font designer has moved the control points for the left part of the middle bar in the "e" so that it doesn't make a gap when the font is very thin. Our triangulation code currently sees these overlaps as holes.

It could be that this code can be improved, and I think @HooglyBoogly has some plans to do so.

There are definitely many fonts that don't triangulate properly with our current (outline to nurbs curves) code, but that should not be related to whether they are Variable or not. We don't use any variable axis features in the vfont (3D Text Objects) code yet. The internal control points and curves are the same in Variable fonts as in regular fonts. How these are changed using design axes are in separate (internal) font tables and don't interfere if not used. However... The *designs* of Variable fonts are more likely to result in some odd overlaps. The following is a good illustration of what I mean: {[F13969815](https://archive.blender.org/developer/F13969815/image.png),width=100%} This is Roboto Flex. Since it allows changes in the "weight" axis, the font designer has moved the control points for the left part of the middle bar in the "e" so that it doesn't make a gap when the font is very thin. Our triangulation code currently sees these overlaps as holes. It could be that this code can be improved, and I think @HooglyBoogly has some plans to do so.

Added subscriber: @DuarteRamos

Added subscriber: @DuarteRamos
Member

You could probably hack around this procedurally with geometry nodes.
But a better fix in the end will be to have a 2D curve boolean node and use that for text in Union mode.
There was a patch with some work started there a while ago, D12753, maybe someone else will pick it up!

Until then, this can't really be fixed as a regular bug.

You could probably hack around this procedurally with geometry nodes. But a better fix in the end will be to have a 2D curve boolean node and use that for text in Union mode. There was a patch with some work started there a while ago, [D12753](https://archive.blender.org/developer/D12753), maybe someone else will pick it up! Until then, this can't really be fixed as a regular bug.

Closed as duplicate of #42071

Closed as duplicate of #42071
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Reference: blender/blender#102753
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