Regression: Exported sculpt details are missing till you press clear custom split normals (e.g. after FBX export/import roundtrip) #96894

Closed
opened 2022-03-30 15:52:17 +02:00 by Angelos Axiotis · 17 comments

System Information
Operating system: Windows-11 64 Bits
Graphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.17

Blender Version
Broken: version: 3.1.0, branch: master, commit date: 2022-03-08 18:16, hash: c77597cd0e
Worked: 3.0.1

Caused by cfa53e0fbe

Short description of error
Sculpting - When you export a sculpted mesh and you reimport it details are missing till you press clear custom split normals.
For example if I try to bake the high poly to substance painter I don't have the details of my sculpted mesh.

Exact steps for others to reproduce the error

  • Open default sculpting file -> sculpt a mesh
    Screenshot 2022-03-30 153845.png

  • Export it in FBX format with default settings

  • Open default scene -> delete everything -> import the FBX file
    (this is what you see when you re-import it)
    Screenshot 2022-03-30 153949.png

the sculpted are shows on the side view
Screenshot 2022-03-30 154022.png

if you hit clear custom split normals the details will show up!
Screenshot 2022-03-30 154049.png

Screenshot 2022-03-30 154059.png

**System Information** Operating system: Windows-11 64 Bits Graphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.17 **Blender Version** Broken: version: 3.1.0, branch: master, commit date: 2022-03-08 18:16, hash: `c77597cd0e` Worked: 3.0.1 Caused by cfa53e0fbe **Short description of error** Sculpting - When you export a sculpted mesh and you reimport it details are missing till you press clear custom split normals. For example if I try to bake the high poly to substance painter I don't have the details of my sculpted mesh. **Exact steps for others to reproduce the error** - Open default sculpting file -> sculpt a mesh ![Screenshot 2022-03-30 153845.png](https://archive.blender.org/developer/F12957258/Screenshot_2022-03-30_153845.png) - Export it in FBX format with default settings - Open default scene -> delete everything -> import the FBX file (this is what you see when you re-import it) ![Screenshot 2022-03-30 153949.png](https://archive.blender.org/developer/F12957261/Screenshot_2022-03-30_153949.png) the sculpted are shows on the side view ![Screenshot 2022-03-30 154022.png](https://archive.blender.org/developer/F12957263/Screenshot_2022-03-30_154022.png) if you hit clear custom split normals the details will show up! ![Screenshot 2022-03-30 154049.png](https://archive.blender.org/developer/F12957267/Screenshot_2022-03-30_154049.png) ![Screenshot 2022-03-30 154059.png](https://archive.blender.org/developer/F12957273/Screenshot_2022-03-30_154059.png)

Added subscriber: @angelo9888

Added subscriber: @angelo9888
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Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
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Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'
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First things first:

When you export a sculpted mesh and you reimport it

Which exporter/importer is used here? Or do you mean save/append?

First things first: > When you export a sculpted mesh and you reimport it Which exporter/importer is used here? Or do you mean save/append?

The fbx importer/exporter.

The fbx importer/exporter.
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Added subscriber: @PratikPB2123

Added subscriber: @PratikPB2123

Added subscriber: @TheRedWaxPolice

Added subscriber: @TheRedWaxPolice

In #96894#1332411, @angelo9888 wrote:
The fbx importer/exporter.

Interesting...
If you turn off "Auto Smooth" it fixes it, right?
Alternatively you can uncheck "Custom Normals" when importing the fbx to not include it...
So not sure if there's a bug here.. 🤔

> In #96894#1332411, @angelo9888 wrote: > The fbx importer/exporter. Interesting... If you turn off "Auto Smooth" it fixes it, right? Alternatively you can uncheck "Custom Normals" when importing the fbx to not include it... So not sure if there's a bug here.. 🤔

"If you turn off "Auto Smooth" it fixes it, right?"

  • no it doesn't .
    My problem is not when importing it. My problem is when I export it and want to bake it as high poly in substance painter. There are no details!
"If you turn off "Auto Smooth" it fixes it, right?" - no it doesn't . My problem is not when importing it. My problem is when I export it and want to bake it as high poly in substance painter. There are no details!

"If you turn off "Auto Smooth" it fixes it, right?"
Correction it does fix the problem but when you import the model, not when you export it.
In a few words I want to use the high poly model outside of blender and I cannot because there are no details on the model!

"If you turn off "Auto Smooth" it fixes it, right?" Correction it does fix the problem but when you import the model, not when you export it. In a few words I want to use the high poly model outside of blender and I cannot because there are no details on the model!
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Changed status from 'Needs User Info' to: 'Confirmed'

Changed status from 'Needs User Info' to: 'Confirmed'
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Added subscriber: @HooglyBoogly

Added subscriber: @HooglyBoogly
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I'm able to reproduce this. Behavior changed between 97c2c39916 - e69020ad0f.
I suspect cfa53e0fbe
@HooglyBoogly hi, I don't think this is expected. Can you take a look?

I'm able to reproduce this. Behavior changed between 97c2c3991620 - e69020ad0f52. I suspect cfa53e0fbe @HooglyBoogly hi, I don't think this is expected. Can you take a look?
Pratik Borhade changed title from Sculpting - exported sculpt details are missing till you press clear custom split normals to FBX: Exported sculpt details are missing till you press clear custom split normals 2022-04-14 07:59:17 +02:00
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Will raise priority here since it is a regression.

Will raise priority here since it is a regression.
Philipp Oeser changed title from FBX: Exported sculpt details are missing till you press clear custom split normals to Regression: Exported sculpt details are missing till you press clear custom split normals (e.g. after FBX export/import roundtrip) 2022-04-14 13:04:13 +02:00
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I think I've found the problem-- while sculpt mode does update the mesh's original normals array while sculpting, it doesn't seem to set the dirty tags correctly.

I think the ideal loop (when there are no modifiers and we sculpt without Dyntopo or Multires) is this:

  • Sculpt brush adjusts positions
  • Sculpt code tags normals dirty
  • Sculpt code recalculates normals with PBVH structure, and clear dirty flag (a future optimization is skipping this step if modifiers will change the mesh anyway)

It seems that changes to vertex positions aren't always flushed to the original object when sculpting, which complicates this design a bit. (Conceptually, is sculpt mode really adjusting the original mesh, or some quasi-copy of it?)
I think I'll have to get some feedback from the people who have designed this area before applying that solution.

I think I've found the problem-- while sculpt mode does update the mesh's original normals array while sculpting, it doesn't seem to set the dirty tags correctly. I think the ideal loop (when there are no modifiers and we sculpt without Dyntopo or Multires) is this: - Sculpt brush adjusts positions - Sculpt code tags normals dirty - Sculpt code recalculates normals with PBVH structure, and clear dirty flag (a future optimization is skipping this step if modifiers will change the mesh anyway) It seems that changes to vertex positions aren't always flushed to the original object when sculpting, which complicates this design a bit. (Conceptually, is sculpt mode really adjusting the original mesh, or some quasi-copy of it?) I think I'll have to get some feedback from the people who have designed this area before applying that solution.
Member

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Hans Goudey self-assigned this 2022-11-17 01:00:37 +01:00
Member

This was resolved as part of e8f4010611. Sculpt mode needed proper handling of "positions changed" tagging for bounding boxes, which also applied here. I think there are still some logical issues with sharing the positions and normals arrays with the original mesh in some cases, but D15982 will give us new opportunities to simplify this area, so I think we can look at it again after that lands.

This was resolved as part of e8f4010611e7. Sculpt mode needed proper handling of "positions changed" tagging for bounding boxes, which also applied here. I think there are still some logical issues with sharing the positions and normals arrays with the original mesh in some cases, but [D15982](https://archive.blender.org/developer/D15982) will give us new opportunities to simplify this area, so I think we can look at it again after that lands.
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Reference: blender/blender#96894
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