Subdivide Smooth issue #34294

Closed
opened 2013-02-18 01:10:38 +01:00 by Moolah Nasreddin · 8 comments

%%%--- Operating System, Graphics card ---

WinXP SP3, 32bit

- Short description of error ---

Subdivide Smooth gives odd results in some cases.

- Steps for others to reproduce the error (preferably based on attached .blend file) ---
  • open blend
  • W - Subdivide Smooth
  • the weirdness is obvious

I know it's hard to believe that it's a bug but it looks so (not a bug but a bad behavior). My point to this is this reason:

select inner loop (actually two halfs), G, Y move it to some not big distance.
Now the inner big faces aren't flat. Also (it's my biggest reason) these three outer face loops contains only quads and this case seems usual in the context of this operator (Sub.Smooth). I really suppose this.

Now select just three outer edge loops and try again. The inner loop (of this selection) wasn't Subdivided with the Smooth function again (it looks this way for me).

This issue isn't a synthetic case. I wanted to improve my hi-poly model before baking. At start (when I modeled it) I had no plans to do some further improvements.
The reason to use this operator is that applying Subsurf modifier gives really ugly results with this mesh.

IMHO: As a workaround to improve the code (if it's not a bug) it can be solved just with addition of parameters to choose axis that will be locked during the operation.
Actually it can be a global option for mesh modelling. Often the modeller need to lock any movements of some concrete axis in Edit Mode. In this case it's "Y". This will speed up modelling a LOT.
Thank you for you work!%%%

%%%--- Operating System, Graphics card --- WinXP SP3, 32bit - Short description of error --- Subdivide Smooth gives odd results in some cases. - Steps for others to reproduce the error (preferably based on attached .blend file) --- - open blend - W - Subdivide Smooth - the weirdness is obvious I know it's hard to believe that it's a bug but it looks so (not a bug but a bad behavior). My point to this is this reason: select inner loop (actually two halfs), G, Y move it to some not big distance. Now the inner big faces aren't flat. Also (it's my biggest reason) these three outer face loops contains only quads and this case seems usual in the context of this operator (Sub.Smooth). I really suppose this. Now select just three outer edge loops and try again. The inner loop (of this selection) wasn't Subdivided with the Smooth function again (it looks this way for me). This issue isn't a synthetic case. I wanted to improve my hi-poly model before baking. At start (when I modeled it) I had no plans to do some further improvements. The reason to use this operator is that applying Subsurf modifier gives really ugly results with this mesh. IMHO: As a workaround to improve the code (if it's not a bug) it can be solved just with addition of parameters to choose axis that will be locked during the operation. Actually it can be a global option for mesh modelling. Often the modeller need to lock any movements of some concrete axis in Edit Mode. In this case it's "Y". This will speed up modelling a LOT. Thank you for you work!%%%

Changed status to: 'Open'

Changed status to: 'Open'
Member

%%%I think subdivide smooth needs quad/triangles with nice face normals to subdivide.

If you add a circle (with 12 points), make it ngon (F), a subdivide-smooth also doesn't make it smooth. If you extrude the circle (not with ngon) it does work though.

Additionally you don't even select faces, but only edges here.

For sure this would be an awesome improvement to make it work, so I'll ask Campbell to check it, whether current BMesh could support edgeloop-smooth-subdiv, then we make a wiki todo item for it.%%%

%%%I think subdivide smooth needs quad/triangles with nice face normals to subdivide. If you add a circle (with 12 points), make it ngon (F), a subdivide-smooth also doesn't make it smooth. If you extrude the circle (not with ngon) it does work though. Additionally you don't even select faces, but only edges here. For sure this would be an awesome improvement to make it work, so I'll ask Campbell to check it, whether current BMesh could support edgeloop-smooth-subdiv, then we make a wiki todo item for it.%%%

%%%agree this is really nice feature to support and Id like to work on it.
linked to this report from our TODO
http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Mesh_Editing%%%

%%%agree this is really nice feature to support and Id like to work on it. linked to this report from our TODO http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Mesh_Editing%%%

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'

%%%Guys....
Lock axis restriction in Edit Mode... please :) I'm craving for this time saver.
Thank you for your hard work!%%%

%%%Guys.... Lock axis restriction in Edit Mode... please :) I'm craving for this time saver. Thank you for your hard work!%%%

%%%P.S. I'm not understandable sometimes... I mean switch-buttons to lock axis (so no need to press every time Shift+axis). Just three small buttons on Edit Mode panel.%%%

%%%P.S. I'm not understandable sometimes... I mean switch-buttons to lock axis (so no need to press every time Shift+axis). Just three small buttons on Edit Mode panel.%%%

Changed status from 'Archived' to: 'Resolved'

Changed status from 'Archived' to: 'Resolved'

This is working now, see: Subdivide Edge Ring

This is working now, see: Subdivide Edge Ring - 192df299d9 - bd52875dd6
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Reference: blender/blender#34294
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