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

Blender Version
Broken: version: 2.80 (sub 74), branch: master, commit date: 2019-07-18 14:52, hash: rB38d4483c6a51
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]

  1. Start with new file > general.
  2. In edit mode, subdivide the cube once or more in edit mode.
  3. Select the middle vertex/ middle 4 faces.
  4. Press 'G' , then 'X'.
  5. 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').



Event Timeline

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.

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.

Yash Pal Goyal (anonym) added a comment.EditedJul 26 2019, 8:45 PM

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 ๐Ÿ˜…๐Ÿ˜…). 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.

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.

This comment was removed by Yash Pal Goyal (anonym).

@Alex (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 ๐Ÿ˜…๐Ÿ˜… !)

Also, try switching between weight paint view and vertex paint view.