Regression: Exported sculpt details are missing till you press clear custom split normals (e.g. after FBX export/import roundtrip) #96894
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Reference: blender/blender#96894
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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
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)
the sculpted are shows on the side view
if you hit clear custom split normals the details will show up!
Added subscriber: @angelo9888
Added subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Needs User Info'
First things first:
Which exporter/importer is used here? Or do you mean save/append?
The fbx importer/exporter.
Added subscriber: @PratikPB2123
Added subscriber: @TheRedWaxPolice
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?"
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!
Changed status from 'Needs User Info' to: 'Confirmed'
Added subscriber: @HooglyBoogly
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?
Sculpting - exported sculpt details are missing till you press clear custom split normalsto FBX: Exported sculpt details are missing till you press clear custom split normalsWill raise priority here since it is a regression.
FBX: Exported sculpt details are missing till you press clear custom split normalsto Regression: Exported sculpt details are missing till you press clear custom split normals (e.g. after FBX export/import roundtrip)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:
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.
Changed status from 'Confirmed' to: 'Resolved'
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.