Do not recalculate normals when rendering. #33009
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Reference: blender/blender#33009
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%%%Patch introducing a switch which prevents the recalculation of mesh normals when rendering.%%%
Changed status to: 'Open'
%%%Please, please, please include this patch into trunk!%%%
%%%This would be very useful for game devs. who are making foliage. Please merge to trunk :)%%%
%%%And even more important for rendering models coming from CAD packages.%%%
%%%One of our users found a case where the normals are recalculated even with the patch.
So I am working on an enhanced patch now.
I will merge to trunk as soon as I am successful.%%%
%%%It is global preference switch?
I think better solution is to make switch within mesh RNA, so both auto recalculated and manual normals mesh objects will be possible in scene.%%%
%%%Now I had the time to enhance the patch. Normals will now be preserved when switching to the edit mode, too. I will attach the new patch file.
I am very new in Blender. So I do not know what Mr. Caslava means with "I think better solution is to make switch within mesh RNA ...". So i still have a global preference switch for preserving the original normals.
Furthermore I have made the changes in Blender 2.63a.
Can anybody help me with merging to trunk?%%%
%%%Now the new patch file.%%%
%%%I can see this functionality is useful but a proper implementation is more complicated than this patch.
%%%1. I'm new to Blender. Is there an example how to add a new setting to the mesh datablock?
I haven't checked all Blender source (i'm a newbie). We have only used the patched Blender intensively.
If this can happen, then I have to check, if normals already exist or not.
Sorry.
What must I provide? How can we proceed?%%%
%%%I'm also interested in this patch, if any bump is worth the effort.%%%
Changed status from 'Open' to: 'Archived'
Thinks it’s time to archive, we have custom normals support (internal/cycles included) incoming now…