Normal edit rendering bug #44180

Closed
opened 2015-03-29 19:57:11 +02:00 by Vicente Carro · 8 comments

System Information
Ubuntu 14.10 64bits, Nvidia GTS450 1GB

Blender Version
Broken: 2.74 RC4, and all the git compilations I have done since Normal edit was published.
Worked: never

Short description of error
The render of a mesh with subsurf and smooth is not correct. It doesn't smooth the faces in the frontier between lighted and shadowed.

Exact steps for others to reproduce the error
In the attached blender just press F12 to see the problem.
In blender from scratch create a Suzanne, press smooth shading, activate auto smooth in the Object Data panel, add a subsurf modifier( 1 or 2 levels makes it easier to see the problem), add a normal edit modifier at the end of the stack. Render. You should see glitches in some areas. If you don't, move the light until you do.

**System Information** Ubuntu 14.10 64bits, Nvidia GTS450 1GB **Blender Version** Broken: 2.74 RC4, and all the git compilations I have done since Normal edit was published. Worked: never **Short description of error** The render of a mesh with subsurf and smooth is not correct. It doesn't smooth the faces in the frontier between lighted and shadowed. **Exact steps for others to reproduce the error** In the attached blender just press F12 to see the problem. In blender from scratch create a Suzanne, press smooth shading, activate auto smooth in the Object Data panel, add a subsurf modifier( 1 or 2 levels makes it easier to see the problem), add a normal edit modifier at the end of the stack. Render. You should see glitches in some areas. If you don't, move the light until you do.
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @VicenteCarro

Added subscriber: @VicenteCarro
Author
[normal-edit-bug.blend](https://archive.blender.org/developer/F156146/normal-edit-bug.blend)

Added subscriber: @mont29

Added subscriber: @mont29

Not quite sure about what you call glitches here… mind adding a screeshot showing them?

Not quite sure about what you call glitches here… mind adding a screeshot showing them?
Author

Here it is.
As you can see there are "flat" shaded faces in the ears even if the full mesh has "smooth shading". And the problem is per face.
Now I think this maybe happens when the change in the shading is extreme in one face (from total light to total shadow) ... or maybe not, I'm not sure.

normal-edit-bug-p1.jpg

Here it is. As you can see there are "flat" shaded faces in the ears even if the full mesh has "smooth shading". And the problem is per face. Now I think this maybe happens when the change in the shading is extreme in one face (from total light to total shadow) ... or maybe not, I'm not sure. ![normal-edit-bug-p1.jpg](https://archive.blender.org/developer/F156191/normal-edit-bug-p1.jpg)

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2015-03-30 11:10:54 +02:00

There is no bug here. Thing is, using that normal generator on such geometry will completely invert normals of faces facing “inward”, giving that pitch black result…

There is no bug here. Thing is, using that normal generator on such geometry will completely invert normals of faces facing “inward”, giving that pitch black result…
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Reference: blender/blender#44180
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