Incorrect smooth shading when used OpenSubdiv #45707

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opened 2015-08-06 16:22:28 +02:00 by Ivan · 20 comments

win7 x64

blender-2.75-8f45e11-win64

1.jpg

1.jpg

win7 x64 blender-2.75-8f45e11-win64 ![1.jpg](https://archive.blender.org/developer/F220750/1.jpg) ![1.jpg](https://archive.blender.org/developer/F220754/1.jpg)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @1vanK

Added subscriber: @1vanK

#45740 was marked as duplicate of this issue

#45740 was marked as duplicate of this issue

#45759 was marked as duplicate of this issue

#45759 was marked as duplicate of this issue
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Added subscriber: @Blendify

Added subscriber: @Blendify
Sergey Sharybin was assigned by Aaron Carlisle 2015-08-06 16:28:25 +02:00
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Please post a .blend file that shows the issue

Please post a .blend file that shows the issue
Author
[smooth_shading.blend](https://archive.blender.org/developer/F220761/smooth_shading.blend)
Author

Also in edit mode don't work "Ajust add cage to modifier result"

1.jpg 1.jpg

(I use OpenSubidv = CPU)

Also in edit mode don't work "Ajust add cage to modifier result" ![1.jpg](https://archive.blender.org/developer/F220762/1.jpg) ![1.jpg](https://archive.blender.org/developer/F220764/1.jpg) (I use OpenSubidv = CPU)
Member

I can test OSD crashes for me so will have to wait for @Sergey

I can test OSD crashes for me so will have to wait for @Sergey
Author

When used GLSL compute

1.jpg

EDIT: GLSL Transform Feedback works normally

When used GLSL compute ![1.jpg](https://archive.blender.org/developer/F220770/1.jpg) EDIT: GLSL Transform Feedback works normally
Author

Some speed comparison:

1.jpg 1.jpg

Please don't remove standart bleder's subdiv. I don't see any advantages of OpenSubdiv. I was hoping that the Opensubdiv will give a more rounded geometry

1.jpg 1.jpg

or more optimal creases, but i don't see any difference, and I am disappointed :(

Some speed comparison: ![1.jpg](https://archive.blender.org/developer/F220773/1.jpg) ![1.jpg](https://archive.blender.org/developer/F220778/1.jpg) Please don't remove standart bleder's subdiv. I don't see any advantages of OpenSubdiv. I was hoping that the Opensubdiv will give a more rounded geometry ![1.jpg](https://archive.blender.org/developer/F220782/1.jpg) ![1.jpg](https://archive.blender.org/developer/F220785/1.jpg) or more optimal creases, but i don't see any difference, and I am disappointed :(
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Added subscriber: @JulianEisel

Added subscriber: @JulianEisel
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OpenSubdiv is not for giving more rounded geometry, it's mainly giving better performance (see http://code.blender.org/2014/05/opensubdiv-gpu-tessellation-wip/). It's also still WIP.

Anyway, can confirm some weirdness here.
Steps to reproduce based on .blend from above:

  • Set OSD compute (doesn't matter to which for me)
  • Enable OSD in modifier - shading seems to change to flat, can be "fixed" by manually setting to flat
  • Toggle to edit mode - black mesh drawing, changing to wireframe mode results in something like this: osd_bug.png
OpenSubdiv is not for giving more rounded geometry, it's mainly giving better performance (see http://code.blender.org/2014/05/opensubdiv-gpu-tessellation-wip/). It's also still WIP. Anyway, can confirm some weirdness here. Steps to reproduce based on .blend from above: * Set OSD compute (doesn't matter to which for me) * Enable OSD in modifier - shading seems to change to flat, can be "fixed" by manually setting to flat * Toggle to edit mode - black mesh drawing, changing to wireframe mode results in something like this: ![osd_bug.png](https://archive.blender.org/developer/F221340/osd_bug.png)
Member

Added subscriber: @FrancoisRimasson

Added subscriber: @FrancoisRimasson

Added subscribers: @mont29, @Sergey, @marcog

Added subscribers: @mont29, @Sergey, @marcog
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Added subscriber: @MikeErwin

Added subscriber: @MikeErwin
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In #45707#326507, @1vanK wrote:
When used GLSL compute

1.jpg

EDIT: GLSL Transform Feedback works normally

This part of the issue was fixed right after the 2.76b release. Was a problem in the OpenSubdiv library.

> In #45707#326507, @1vanK wrote: > When used GLSL compute > > ![1.jpg](https://archive.blender.org/developer/F220770/1.jpg) > > EDIT: GLSL Transform Feedback works normally This part of the issue was fixed right after the 2.76b release. Was a problem in the OpenSubdiv library.

Will move to a TODO now. We've got viewport project happening now, and with bumped OpenGL requirenment we can enable tessellation shaders without too much hassle. Wouldn't spend time trying to solve the issue before we've got updated OpenGL pipeline, it'll be just pointless.

Will move to a TODO now. We've got viewport project happening now, and with bumped OpenGL requirenment we can enable tessellation shaders without too much hassle. Wouldn't spend time trying to solve the issue before we've got updated OpenGL pipeline, it'll be just pointless.

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'

OpenSubdiv needs a re-integration to 2.8 viewport. On a positive side, once that is done the smooth normals will come "for free" because now it is possible to use shaders which are required for this.

OpenSubdiv needs a re-integration to 2.8 viewport. On a positive side, once that is done the smooth normals will come "for free" because now it is possible to use shaders which are required for this.
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Reference: blender/blender#45707
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