Reopen - [37386] Text object not fill correctly when offest is used 0.10 Tahoma #37397

Closed
opened 2013-11-10 22:46:50 +01:00 by Cezary Wagner · 8 comments

%%%You convince me that it is simple bug with your explanation.

You can easily outline Tahoma font in Inkscape (It is also vector/path manipulation) - it can be done in in GIMP (pixels) - why it can be not possible in Blender?
Why is it not bug if it works in other programs and font is not too complex?

See it works in Inscape - why other vector programs like blender can not do it?
https://www.dropbox.com/s/3m5qgxbcq5j3k4t/Zrzut%20ekranu%202013-11-10%2022.41.15.png

++I think that very easy to outline you need learn normals than move them outside or inside+++

More simply you need to create some vertex outside in specified radius - it is quite easy what is problem with it - PLEASE explain if I am wrong.

See this example problem is with 'e' corner 90 degree

1
2
345

1234 - is about 180 degree so it need extrude 90 - 5 is corner defined by 2,4 270 degree so extrude 45 is need to keep geometry.

With this simple algorithm it is impossible to destroy 'e' in Tahoma and in many typical fonts.

- Operating System, Graphics card ---

https://projects.blender.org/tracker/?func=detail&atid=498&aid=37386&group_id=9

- Blender version with error, and version that worked ---

https://projects.blender.org/tracker/?func=detail&atid=498&aid=37386&group_id=9

- Short description of error ---

https://projects.blender.org/tracker/?func=detail&atid=498&aid=37386&group_id=9

- Steps for others to reproduce the error (preferably based on attached .blend file) ---

https://projects.blender.org/tracker/?func=detail&atid=498&aid=37386&group_id=9
%%%

%%%You convince me that it is simple bug with your explanation. You can easily outline Tahoma font in Inkscape (It is also vector/path manipulation) - it can be done in in GIMP (pixels) - why it can be not possible in Blender? Why is it not bug if it works in other programs and font is not too complex? See it works in Inscape - why other vector programs like blender can not do it? https://www.dropbox.com/s/3m5qgxbcq5j3k4t/Zrzut%20ekranu%202013-11-10%2022.41.15.png ++I think that very easy to outline you need learn normals than move them outside or inside+++ More simply you need to create some vertex outside in specified radius - it is quite easy what is problem with it - PLEASE explain if I am wrong. See this example problem is with 'e' corner 90 degree 1 2 345 1234 - is about 180 degree so it need extrude 90 - 5 is corner defined by 2,4 270 degree so extrude 45 is need to keep geometry. With this simple algorithm it is impossible to destroy 'e' in Tahoma and in many typical fonts. - Operating System, Graphics card --- https://projects.blender.org/tracker/?func=detail&atid=498&aid=37386&group_id=9 - Blender version with error, and version that worked --- https://projects.blender.org/tracker/?func=detail&atid=498&aid=37386&group_id=9 - Short description of error --- https://projects.blender.org/tracker/?func=detail&atid=498&aid=37386&group_id=9 - Steps for others to reproduce the error (preferably based on attached .blend file) --- https://projects.blender.org/tracker/?func=detail&atid=498&aid=37386&group_id=9 %%%
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

%%%By the way it is page where I learned outline in Inkscape - same should work in Blender after some tune up with subdivide. It is not related to bug but it can help to do significant change in algorithm and make it more pro.
http://www.wikihow.com/Outline-Text-in-Inkscape
%%%

%%%By the way it is page where I learned outline in Inkscape - same should work in Blender after some tune up with subdivide. It is not related to bug but it can help to do significant change in algorithm and make it more pro. http://www.wikihow.com/Outline-Text-in-Inkscape %%%

%%%Well, if you don’t believe me, I’ll let Sergey reply you. Next time, please do not make a new report this way, we can always reopen closed ones in case needs arise.%%%

%%%Well, if you don’t believe me, I’ll let Sergey reply you. Next time, please do not make a new report this way, we can always reopen closed ones in case needs arise.%%%

%%%This is nothing to do with outline, this is up to tessellation code. This is known issue that with some fonts and curve settings text will have self-intersections. And if there're self-intersection, tesselation might work not as you would expect it.

This is annoying, but not considered a bug -- all the code works as it was intended to with known limitations. Improvements are possible, added note there http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Curves

Thanks for the report, but closing as a TODO.%%%

%%%This is nothing to do with outline, this is up to tessellation code. This is known issue that with some fonts and curve settings text will have self-intersections. And if there're self-intersection, tesselation might work not as you would expect it. This is annoying, but not considered a bug -- all the code works as it was intended to with known limitations. Improvements are possible, added note there http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Curves Thanks for the report, but closing as a TODO.%%%

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Author

%%%Sergey TAHOMA not have self intersections at first sight at 99% so IT IS NOT RELATED TO TESSELATION CODE as you said?

What is it related if there is not self-intersections and not related because of it?

By the way it is not matter if there is self intersection - algorithm should learn THESE intersection points, than curve normals and extrude.

Font is described by Bezier curve or line as far as remember and ALL WORKING OPERATING application can render fonts intersected correctly including.

You can find intersections and render vector curve correctly than derive normals too - is not it?

This is not ANNOYING it not allow DO OBJECTS it is BLOCKING. ANNOYING it can be if I have to change some setting or increase subdivision for my perspective it is not acceptable that it is not working - I cat not trust this feature at all in projects.

You can have different opinion but it is opinion not experience of usage - I can not use it since it is random and can not be trusted.

Thanks at least for putting it on TODO list but I still think that is bug not feature - you can not tell user that Chrome will render correctly fonts in future ... and same Blender will allow cube without holes in next release ... - maybe because I have bad experience with this feature need to rerender all scenes what take next 24h and can not achieve expected design at all.

%%%

%%%Sergey TAHOMA not have self intersections at first sight at 99% so IT IS NOT RELATED TO TESSELATION CODE as you said? What is it related if there is not self-intersections and not related because of it? By the way it is not matter if there is self intersection - algorithm should learn THESE intersection points, than curve normals and extrude. Font is described by Bezier curve or line as far as remember and ALL WORKING OPERATING application can render fonts intersected correctly including. You can find intersections and render vector curve correctly than derive normals too - is not it? This is not ANNOYING it not allow DO OBJECTS it is BLOCKING. ANNOYING it can be if I have to change some setting or increase subdivision for my perspective it is not acceptable that it is not working - I cat not trust this feature at all in projects. You can have different opinion but it is opinion not experience of usage - I can not use it since it is random and can not be trusted. Thanks at least for putting it on TODO list but I still think that is bug not feature - you can not tell user that Chrome will render correctly fonts in future ... and same Blender will allow cube without holes in next release ... - maybe because I have bad experience with this feature need to rerender all scenes what take next 24h and can not achieve expected design at all. %%%

%%%As you seem to be soooo much full of knowledge about tessellation and filling topic, and you even know how Gimp and Inkscape handle this (which, btw, are 2D software, you are undoubtedly aware how different things can be for a 3D software, esp. when adding volume, bevels and so on?), why don’t you just investigate the code and propose a patch?

Blender is free, its code is available for everyone, it would be a pity for someone with such knowledge to do not jump into our code and enhance it dramatically!

Btw: issue is not that Tahoma has intersection in its default state, issue is that Offset generates those intersections.%%%

%%%As you seem to be soooo much full of knowledge about tessellation and filling topic, and you even know how Gimp and Inkscape handle this (which, btw, are 2D software, you are undoubtedly aware how different things can be for a 3D software, esp. when adding volume, bevels and so on?), why don’t you just investigate the code and propose a patch? Blender is free, its code is available for everyone, it would be a pity for someone with such knowledge to do not jump into our code and enhance it dramatically! Btw: issue is not that Tahoma has intersection in its default state, issue is that Offset generates those intersections.%%%
Author

%%%Bastien I am programming expert so have expert knowledge of algorithms that is normal - are you expert in programming?

You should not search NOT IMPORTANT DIFFERENCE that Inkscape is 2D and Blender is 3D but rather should read MY ALGORITHM PROPOSAL first - not follow bad way of CRITICISM OF WHAT is GOOD - it will lead to nothing as always.

Bevel and extrude is derived from outline - it is not matter too to understand how to do - you need learn first outlined curves and normals directions than subdivide, extrude or bevel.

Let assume that CURRENT ALGORITHM create intersections (what can be eliminated easly with recalculation curves normals and intersections) - WHY CURRENT ALGORITHM create intersection RAPIDLY with Tahoma which is not complex font - it can generate intersection with high values of outline - I think so.

Why not replace this simple algorithm with more advanced use in Inkscape to calculate what is inside and what is outside 2D is enough to calculate front face - rest will be the same as currently.

I can improve code but currently I can do it for cash only since can not donate since will be starving :)

I donate you only good idea - it is easy to do it for someone knowing current code whatever it takes 2-3 days + 2-3 days for tests I think.%%%

%%%Bastien I am programming expert so have expert knowledge of algorithms that is normal - are you expert in programming? You should not search NOT IMPORTANT DIFFERENCE that Inkscape is 2D and Blender is 3D but rather should read MY ALGORITHM PROPOSAL first - not follow bad way of CRITICISM OF WHAT is GOOD - it will lead to nothing as always. Bevel and extrude is derived from outline - it is not matter too to understand how to do - you need learn first outlined curves and normals directions than subdivide, extrude or bevel. Let assume that CURRENT ALGORITHM create intersections (what can be eliminated easly with recalculation curves normals and intersections) - WHY CURRENT ALGORITHM create intersection RAPIDLY with Tahoma which is not complex font - it can generate intersection with high values of outline - I think so. Why not replace this simple algorithm with more advanced use in Inkscape to calculate what is inside and what is outside 2D is enough to calculate front face - rest will be the same as currently. I can improve code but currently I can do it for cash only since can not donate since will be starving :) I donate you only good idea - it is easy to do it for someone knowing current code whatever it takes 2-3 days + 2-3 days for tests I think.%%%
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Reference: blender/blender#37397
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