Misidentification of Edge #67733

Closed
opened 2019-07-26 14:11:50 +02:00 by Yash Pal Goyal · 11 comments

System Information
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: Intel(R) UHD Graphics 630 Intel 4.5.0 - Build 23.20.16.5018

Blender Version
Broken: version: 2.80 (sub 74), branch: master, commit date: 2019-07-18 14:52, hash: 38d4483c6a
Worked: (optional)

Short description of error
[Please fill out a short description of the error here]
Edge behaviour shown without the presence of edge

Exact steps for others to reproduce the error
[Please describe the exact steps needed to reproduce the issue]

  • Start with new file > general.
  • In edit mode, subdivide the cube once or more in edit mode.
  • Select the middle vertex/ middle 4 faces.
  • Press 'G' , then 'X'.

Drag towards the faces (i.e. drag inwards) and take it way inwards.

  • Notice that two opposite corner faces around this selection are behaving like triangles.
    Even when not taken much back, this is shown prominently in Weight paint mode, and when viewing from sides (see the attached file, faces marked '3' and '6'). NOT required.blend

**System Information** Operating system: Windows-10-10.0.17134 64 Bits Graphics card: Intel(R) UHD Graphics 630 Intel 4.5.0 - Build 23.20.16.5018 **Blender Version** Broken: version: 2.80 (sub 74), branch: master, commit date: 2019-07-18 14:52, hash: `38d4483c6a` Worked: (optional) **Short description of error** [Please fill out a short description of the error here] Edge behaviour shown without the presence of edge **Exact steps for others to reproduce the error** [Please describe the exact steps needed to reproduce the issue] - Start with new file > general. - In edit mode, subdivide the cube once or more in edit mode. - Select the middle vertex/ middle 4 faces. - Press 'G' , then 'X'. # Drag towards the faces (i.e. drag inwards) and take it way inwards. - > Notice that two opposite corner faces around this selection are behaving like triangles. Even when not taken much back, this is shown prominently in Weight paint mode, and when viewing from sides (see the attached file, faces marked '3' and '6'). [NOT required.blend](https://archive.blender.org/developer/F7629760/NOT_required.blend)
Author

Added subscriber: @anonym

Added subscriber: @anonym

Added subscriber: @SpectreFirst

Added subscriber: @SpectreFirst

Looks like a pretty standard triangulation issue to me; as far as I know, Blender don't have a tool for manual retriangulation of invisible edges like for example 3DS Max so my guess is that the only way to avoid this is not to make heavily distorted polygons or to manually divide them into triangles.

Looks like a pretty standard triangulation issue to me; as far as I know, Blender don't have a tool for manual retriangulation of invisible edges like for example 3DS Max so my guess is that the only way to avoid this is not to make heavily distorted polygons or to manually divide them into triangles.

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Germano Cavalcante self-assigned this 2019-07-26 17:05:43 +02:00

This works as intended.
There are those who disagree with you saying that the right is the one that you indicated as wrong.
There are also those who say that both are wrong.
The ideal in these cases is to divide the polygon manually making explicit which edge is preferred.

This works as intended. There are those who disagree with you saying that the right is the one that you indicated as wrong. There are also those who say that both are wrong. The ideal in these cases is to divide the polygon manually making explicit which edge is preferred.
Author

After trying to re-state my whole point as clearly as possible for almost 2 hours, i somehow found/stumbled upon what u r trying to say by going to sculpt mode in wireframe view, and the tris can be seen across every quad. Holly molly!!

So, ultimately, every "anomaly" I mentioned, exist in other corners too, just that they were difficult to stumble upon when doing normal stuff (as they align with the direction of the grab, anyways, this detail's not important now).

When i was reading about different basics before starting into 3D thing, i had read somewhere that everything in 3d is ultimately made up of tris/triads. But seeing many tutorials, especially about topology, which emphasize hard core on quads, I almost forget that ultimately, binary is the foundation (ohh, and now i am using a stupid metaphor ??). So mano-wii (won't waste ur time by mentioning), yes, that is indeed intended, but at a quite deeper level than I observed.

So, i'm sorry for missing the crucial detail before reporting.

After trying to re-state my whole point as clearly as possible for almost 2 hours, i somehow found/stumbled upon what u r trying to say by going to **sculpt mode in wireframe view, and the tris can be seen across every quad**. Holly molly!! So, ultimately, every "anomaly" I mentioned, exist in other corners too, just that they were difficult to stumble upon when doing normal stuff (as they align with the direction of the grab, anyways, this detail's not important now). When i was reading about different basics before starting into 3D thing, i had read somewhere that **everything in 3d is ultimately made up of tris/triads**. But seeing many tutorials, especially about topology, which emphasize hard core on quads, I almost forget that ultimately, binary is the foundation (ohh, and now i am using a stupid metaphor ??). So mano-wii (won't waste ur time by mentioning), yes, that is indeed intended, but at a quite deeper level than I observed. So, i'm sorry for missing the crucial detail before reporting.
Author

Removed subscriber: @anonym

Removed subscriber: @anonym

Technically it is possible to make polygons fill depending only on the view (without this triangular tessellation).
But that's not how things work today in the world of 3D computer graphics.

Technically it is possible to make polygons fill depending only on the view (without this triangular tessellation). But that's not how things work today in the world of 3D computer graphics.
Author

This comment was removed by @anonym

*This comment was removed by @anonym*
Author

Edit: U already said it here:

In #67733#736114, @SpectreFirst wrote:
the way to avoid this is to manually divide them into triangles.

so, this comment is of no use now, and i am removing the file.

Here's the file explaining it (hopefully ?? !)
{F7630321}
Also, try switching between weight paint view and vertex paint view.~~~
Edit: U already said it here: > In #67733#736114, @SpectreFirst wrote: > the way to avoid this is to manually divide them into triangles. so, this comment is of no use now, and i am removing the file. ~~~@SpectreFirst I found a way on how to make it work. Just join the opposite vertices of the face (check the file:-). What this does, is it overrides the underlying invisible tris. Here's the file explaining it (hopefully ?? !) {F7630321} Also, try switching between weight paint view and vertex paint view.~~~
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
3 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#67733
No description provided.