shade smooth doesn't work. #93076

Closed
opened 2021-11-14 19:36:11 +01:00 by michael campbell · 13 comments

System Information
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12

Blender Version
Broken: version: 3.1.0 Alpha, branch: master, commit date: 2021-11-11 18:53, hash: 0533f2851e
Worked: (newest version of Blender that worked as expected)

2021-11-14 18-34-59.mp4

**System Information** Operating system: Windows-10-10.0.19042-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12 **Blender Version** Broken: version: 3.1.0 Alpha, branch: master, commit date: 2021-11-11 18:53, hash: `0533f2851e` Worked: (newest version of Blender that worked as expected) [2021-11-14 18-34-59.mp4](https://archive.blender.org/developer/F11804082/2021-11-14_18-34-59.mp4)

Added subscriber: @3di

Added subscriber: @3di
Member

Added subscriber: @PratikPB2123

Added subscriber: @PratikPB2123
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

Hi, thanks for the report. I can reproduce only if the object is created from geometry nodes.

Hi, thanks for the report. I can reproduce only if the object is created from geometry nodes.
Member

I guess this is similar to #92948 (geo nodes breaks auto smooth and weighted normal modifier.)

I guess this is similar to #92948 (geo nodes breaks auto smooth and weighted normal modifier.)

Added subscriber: @RoyTheKoi

Added subscriber: @RoyTheKoi

There is a workaround for this. You just need to join the original geometry (from the group input node) with the procedural geometry using a join geometry node. Make sure the original geometry is the top-most input on the join geometry node otherwise this will not work.

This workaround also helps with getting vertex groups on procedural geometry, which can be used in other modifiers.

There is a workaround for this. You just need to join the original geometry (from the group input node) with the procedural geometry using a join geometry node. Make sure the original geometry is the top-most input on the join geometry node otherwise this will not work. This workaround also helps with getting vertex groups on procedural geometry, which can be used in other modifiers.
Member

Added subscriber: @HooglyBoogly

Added subscriber: @HooglyBoogly
Member

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'
Member

Thanks for the report. This isn't exactly a bug though. The properties in the mesh tab of the property editor are adjusting the object's original mesh-- the one you see when you go into edit mode.
When you create entirely new geometry in geometry nodes, it doesn't have the information from the original mesh, because it's entirely new, just like creating a new mesh object.

In the future we will most likely get some way to get auto smooth functionality working in geometry nodes, but for now this is working as expected, just that the features are lacking.

Thanks for the report. This isn't exactly a bug though. The properties in the mesh tab of the property editor are adjusting the object's original mesh-- the one you see when you go into edit mode. When you create entirely new geometry in geometry nodes, it doesn't have the information from the original mesh, because it's entirely new, just like creating a new mesh object. In the future we will most likely get some way to get auto smooth functionality working in geometry nodes, but for now this is working as expected, just that the features are lacking.

It might be nice if the existing property panel settings worked on the evaluated mesh (with modifiers). I think this is how it works for all other modifier.

It might be nice if the existing property panel settings worked on the evaluated mesh (with modifiers). I think this is how it works for all other modifier.
Member

It only appears to work that way for other modifiers because they don't create new geometry, only change existing meshes.

What you suggest might work, but it would also invalidate changes that happened procedurally in the node tree, so it's not quite that simple.

It only appears to work that way for other modifiers because they don't create new geometry, only change existing meshes. What you suggest *might* work, but it would also invalidate changes that happened procedurally in the node tree, so it's not quite that simple.

yes, I think the properties panel should only modify attributes for individual elements that haven't had the value set by the node tree. i.e. if the value isn't the default, then leave it alone, otherwise, have at it.

yes, I think the properties panel should only modify attributes for individual elements that haven't had the value set by the node tree. i.e. if the value isn't the default, then leave it alone, otherwise, have at it.
Sign in to join this conversation.
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
Interest: X11
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
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#93076
No description provided.