Normal Edit modifier incorrectly causes faces to become 'back faces' #55470
Labels
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
4 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#55470
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
System Information
Operating system and graphics card
N/A
Blender Version
Broken: 2.79b
f4dc9f9
Worked: 2.73
Short description of error
In previous versions of Blender (tested 2.73) when adding a normal edit modifier, this would affect vertex normals but not face normals. In 2.79 the face normals are affected and faces are being culled.
I need the old behaviour for a non-realistic cell-shaded look. Lighting should be affected by the vertex normals, but obviously faces should not turn invisible just because the normals have been twisted. The erroneous behaviour persists when exporting to FBX and bringing the model into Unity.
Exact steps for others to reproduce the error
Based on a (as simple as possible) attached .blend file with minimum amount of steps
normaleditbug.blend
Added subscriber: @WispBart
Added subscribers: @mont29, @lichtwerk
changed between 2.77a and 2.78
e3841c91f9
,f08018f928
, #42526Imho current behaviour seems actually more correct (for most scenarios... but as you say: there might be other cases where poly flipping is undesired...)
Also not sure what NPR look exactly you are after, there might be solutions on the Unity side of things?
@mont29: or should we make this [
polygons_check_flip
] an option in the modifier?This issue was referenced by
0eb3246713
Changed status from 'Open' to: 'Resolved'
Am not happy with re-introducing such buggy behavior, but on the other hand there is not other way I can think of to get same effect, and NPR often relies on buggy/incorrect behaviors anyway, so...
Thanks for the fix!
The look we're going for is flat-shaded characters with hard shadow lines (see Guilty Gear xrd for an example). Turning off backfaces could cause problems down the road, since these are logically just front facing tri's. We just want more control over how much light they are receiving.