Hairs & custom normals #87394

Closed
opened 2021-04-11 15:29:26 +02:00 by viktor · 12 comments

System Information
Operating system: Linux 5.10.0-5-amd64 #1 SMP Debian 5.10.26-1
Graphics card: Radeon RX 560 Series

Blender Version
Broken: 2.92 (from snap)
Worked: not known

Short description of error

Hairs does not consider edited ‘custom normals’ and still use ‘face normals’.

Exact steps for others to reproduce the error
Look at attached screenshot.
1.jpeg
test_normals.blend

**System Information** Operating system: Linux 5.10.0-5-amd64 #1 SMP Debian 5.10.26-1 Graphics card: Radeon RX 560 Series **Blender Version** Broken: 2.92 (from snap) Worked: not known **Short description of error** Hairs does not consider edited ‘custom normals’ and still use ‘face normals’. **Exact steps for others to reproduce the error** Look at attached screenshot. ![1.jpeg](https://archive.blender.org/developer/F9929373/1.jpeg) [test_normals.blend](https://archive.blender.org/developer/F9929375/test_normals.blend)
Author

Added subscriber: @wayerr

Added subscriber: @wayerr
Member

Added subscriber: @Calra

Added subscriber: @Calra
Member

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'
Member

Thanks for the report. Could you provide more detailed steps for this?

Look at the screenshot

It is not very helpful here.
More precisely on "what to do with the blend file?" How do I know if custom normals are working on the edited normals object.

Thanks for the report. Could you provide more detailed steps for this? >Look at the screenshot It is not very helpful here. More precisely on "what to do with the blend file?" How do I know if `custom normals` are working on the edited normals object.
Author

Sorry, i does not clearly understand what is need.

In blend file we can select "Edit mode" and will see 'normals' as colored lines (purple lines - is 'custom normals') from vertcles and from center of faces (at bottom on screenshot). I does no known, may be it visible only on my blender, but can be enabled in viewport overlay.
But in any case, edited "custom normals" also affect shadows appearing of object, therefore left object is has different look in viewport with equal mesh. Non edited normals is parallel with 'face normals' (cyan lines from centers of faces).

Sorry, i does not clearly understand what is need. In blend file we can select "Edit mode" and will see 'normals' as colored lines (purple lines - is 'custom normals') from vertcles and from center of faces (at bottom on screenshot). I does no known, may be it visible only on my blender, but can be enabled in viewport overlay. But in any case, edited "custom normals" also affect shadows appearing of object, therefore left object is has different look in viewport with equal mesh. Non edited normals is parallel with 'face normals' (cyan lines from centers of faces).
Member

Changed status from 'Needs User Info' to: 'Needs Triage'

Changed status from 'Needs User Info' to: 'Needs Triage'
Member

Other moderators might understand it better. Changing status.

Other moderators might understand it better. Changing status.
Member

Added subscriber: @ankitm

Added subscriber: @ankitm
Member

How do I know if custom normals are working on the edited normals object.

One of the object has custom split normal layer data. The effect is visible in solid and material viewport shading. Still the hair are exactly the same on both of the objects.
IOW, adding or removing custom split normal data in object data properties doesn't change hair arrangement on an object.

> How do I know if custom normals are working on the edited normals object. One of the object has custom split normal layer data. The effect is visible in solid and material viewport shading. Still the hair are exactly the same on both of the objects. IOW, adding or removing custom split normal data in object data properties doesn't change hair arrangement on an object.
Member

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Member

It gets the normals from either of
normal_short_to_float_v3(nor, mesh_final->mvert[mapindex].no);
normal_short_to_float_v3(n1, mvert[mface->v1].no);
which.. is not using the custom layer.

Don't know if it's oversight or intentional..

It gets the normals from either of `normal_short_to_float_v3(nor, mesh_final->mvert[mapindex].no);` `normal_short_to_float_v3(n1, mvert[mface->v1].no);` which.. is not using the custom layer. Don't know if it's oversight or intentional..
Philipp Oeser removed the
Interest
Nodes & Physics
label 2023-02-10 08:44:52 +01:00
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Since this is more of a missing feature with the particle system, and it's not being developed anymore in favor of geometry nodes solutions, etc. I'll close this task.

Since this is more of a missing feature with the particle system, and it's not being developed anymore in favor of geometry nodes solutions, etc. I'll close this task.
Blender Bot added
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and removed
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Needs Info from Developers
labels 2024-03-07 16:07:38 +01:00
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Reference: blender/blender#87394
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