Page MenuHome

Multires; Bad interpolation when subdividing/dissolving edges in a sculpted mesh
Closed, ArchivedPublic

Description

System Information
Win10 64 bit; 24 gigs RAM; an ATI HD 7xxxx GPU, third gen i7 processor

Blender Version
Broken: Hash 8512a8b
Worked: never

Short description of error
When editing a multires mesh by way of subdividing and dissolving edges, the interpolation code in general does not do a very good job of keeping things nice and smooth and instead produces things like creases (which can take a bit of work to clean up even though it is fixable).

Exact steps for others to reproduce the error
1 - Go into editmode and subdivide the top four faces on the cube (and notice while looking around how noticeable step effects are created in the interpolation). Do not fix the interpolation issues in sculpt mode.
2 - Now dissolve the created edges to get the top back to four faces, the interpolation is now more or less completely messed up with overlapping faces

.blend

As of now, I'm not entirely sure if this can be treated as a bug, but it is an issue that impacts what would otherwise be the usability benefits of having editable multires meshes.

Details

Type
Bug

Event Timeline

Adam Friesen (ace_dragon) set Type to Bug.
Adam Friesen (ace_dragon) created this task.
Adam Friesen (ace_dragon) raised the priority of this task from to Needs Triage by Developer.
Brecht Van Lommel (brecht) closed this task as Archived.
Brecht Van Lommel (brecht) claimed this task.

I agree it would be nice if this worked better, but this really beyond what is supported. With certain mesh operations then remapping the multires displacements becomes incredibly complicated, and making that work for every mesh editing tool is just too much work and code complexity currently.