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Bevel behave strange
Closed, InvalidPublic


System Information
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35

Blender Version
Broken: version: 2.80 (sub 60), branch: blender2.7, commit date: 2019-05-03 21:09, hash: rBee0d8426ab6d
Worked: (optional)

Short description of error
I want to bevel edge loop but i got weird result, i attached video you can check.

Exact steps for others to reproduce the error
Simply select edge loop and press Ctrl + B and most of loop bevel right but on some places i got some artifacts and weird result. Check video please.



Event Timeline

William Reynish (billreynish) triaged this task as Needs Information from User priority.

Can you provide a blend file that demos this?

Sure I can, at the moment I’m on my family vacation but I’ll get back in 10 days and will sent blend file no worries. Thank you for replying.


Can you provide a blend file that demos this?

Hello, i upload file, please let me know if there is anything else you need. Thank you.

William Reynish (billreynish) raised the priority of this task from Needs Information from User to Confirmed, Medium.

I can confirm the strange behavior. Have investigated the file but haven't been able to see anything out of the ordinary.

@Howard Trickey (howardt) care to take a look?

I found the issue: your mesh had wonky normals. After recalculating the normals outside, everything seems to work normally.

@Howard Trickey (howardt): Still I guess ideally Bevel would not act up so badly when normals aren't consistent?

Although not sure if this is technically a bug or not?

I see, normal cause the issue, maybe we should have option to show flipped normal like in 2.79 it's hard to guess what's going on at the moment, you have experience and check face orientation right away but i couldn't guess it in million year :) Anyway, thank you very much for your help.

You can use a feature called Face Orientation which shows this, in the Overlays popover.

Sorry, there are way too many places in the bevel code where the face normals matter. Now that you bring this up, it is not clear to me that this is necessary, but at some point I thought it was. Since so much other stuff in Blender will not work well if the normals are wonky, it seems like a bit of a fools errand to make bevel work in this case when you are likely to have to fix this anyway later (when texturing & rendering). So for now I am calling the current bevel behavior "working as intended". I may consider trying to undo all the normal assumptions at some point in the future, but this is not an active bug right now.