Custom Loop Normals Viewport shading not updating #44191

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opened 2015-03-30 14:28:30 +02:00 by Alexander Romanov · 4 comments

In my python script I do something similar to: bpy.data.meshes['Triangle'].normals_split_custom_set_from_vertices([(0,1,0), (0,0,1), (1,0,0)])
I found that if I run this script in edit mode, shading will not update. If I run the script in object mode and then switch to edit mode - shading will use custom normals and viewport will show the right picture. I think that right behaviour is immediate shading update after this script execution.

There is another feature/bug that worked before and was changed/broken since blender 2.73.
C.active_object.data.vertices- [x].normal = (0,0,1)

Alexander (Blend4Web Team)

In my python script I do something similar to: bpy.data.meshes['Triangle'].normals_split_custom_set_from_vertices([(0,1,0), (0,0,1), (1,0,0)]) I found that if I run this script in edit mode, shading will not update. If I run the script in object mode and then switch to edit mode - shading will use custom normals and viewport will show the right picture. I think that right behaviour is immediate shading update after this script execution. There is another feature/bug that worked before and was changed/broken since blender 2.73. C.active_object.data.vertices- [x].normal = (0,0,1) Alexander (Blend4Web Team)
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Changed status to: 'Open'

Changed status to: 'Open'
Bastien Montagne was assigned by Alexander Romanov 2015-03-30 14:28:30 +02:00
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Added subscriber: @AlexanderRomanov

Added subscriber: @AlexanderRomanov

Grr, sorry, typo in commit message… Fixed by bacdfc70e2.

Note, do not understand your last sentence, please always be precise and clear - and report a single issue by report. In any case, storing normals in vertices is not a good idea (aside from really temporary storage), next mesh update is highly likely to overwrite that, it has always be the case… ;)

Grr, sorry, typo in commit message… Fixed by bacdfc70e2. Note, do not understand your last sentence, please always be precise and clear - and report a single issue by report. In any case, storing normals in vertices is not a good idea (aside from really temporary storage), next mesh update is highly likely to overwrite that, it has always be the case… ;)

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#44191
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