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Incorrect smooth shading when used OpenSubdiv
Open, Confirmed, MediumPublic

Description

win7 x64

blender-2.75-8f45e11-win64

Details

Type
To Do

Event Timeline

Ivan (1vanK) updated the task description. (Show Details)
Ivan (1vanK) raised the priority of this task from to Needs Triage by Developer.
Ivan (1vanK) added a project: BF Blender.
Ivan (1vanK) set Type to Bug.
Ivan (1vanK) added a subscriber: Ivan (1vanK).

Please post a .blend file that shows the issue

Aaron Carlisle (Blendify) triaged this task as Needs Information from User priority.Aug 6 2015, 4:28 PM

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

(I use OpenSubidv = CPU)

I can test OSD crashes for me so will have to wait for @Sergey Sharybin (sergey)

Ivan (1vanK) added a comment.EditedAug 6 2015, 4:38 PM

When used GLSL compute

EDIT: GLSL Transform Feedback works normally

Ivan (1vanK) added a comment.EditedAug 6 2015, 4:56 PM

Some speed comparison:

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

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

Julian Eisel (Severin) raised the priority of this task from Needs Information from User to Confirmed, Medium.Aug 7 2015, 4:23 PM

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:

When used GLSL compute

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.

Sergey Sharybin (sergey) changed Type from Bug to To Do.