Cut operation does not respect custom normals (Loop cut, Knife tool) #69429

Closed
opened 2019-09-02 23:32:26 +02:00 by Alexey Mak · 6 comments

System Information
Operating system: Windows 10 x64 Pro
Graphics card: GTX1080Ti

Blender Version
Broken: 2.80, 2.81.4 (283d96de1170 )

Short description of error
On Cutting geometry with custom normals, normals being recalculated wrong way.
screenshot.1567459175.png
I've searched through opened and closed issues prior and found:
D4994

Exact steps for others to reproduce the error
Example file: KnifeToolCustomNormals.blend

2019-09-03 00-10-02.mp4

**System Information** Operating system: Windows 10 x64 Pro Graphics card: GTX1080Ti **Blender Version** Broken: 2.80, 2.81.4 ([283d96de1170 ](https://developer.blender.org/rB283d96de1170f7c42a43bde4e30fdb438939978f)) **Short description of error** On Cutting geometry with custom normals, normals being recalculated wrong way. ![screenshot.1567459175.png](https://archive.blender.org/developer/F7714566/screenshot.1567459175.png) I've searched through opened and closed issues prior and found: [D4994](https://archive.blender.org/developer/D4994) **Exact steps for others to reproduce the error** Example file: [KnifeToolCustomNormals.blend](https://archive.blender.org/developer/F7714585/KnifeToolCustomNormals.blend) [2019-09-03 00-10-02.mp4](https://archive.blender.org/developer/F7714538/2019-09-03_00-10-02.mp4)
Author

Added subscriber: @S-ed-3

Added subscriber: @S-ed-3
Alexey Mak changed title from Knife tool does not respect custom normals to Cut operation does not respect custom normals (Loop cut, Knife tool) 2019-09-02 23:42:38 +02:00
Member

Added subscribers: @angavrilov, @mont29, @brecht, @lichtwerk

Added subscribers: @angavrilov, @mont29, @brecht, @lichtwerk
Member

Normally I would consider this a duplicate of #69290 (there are other cases as well e.g. #53763) [which was closed because topology editing is supposed to happen before custom normals]
Now that I am aware of D4994: Mesh Edit: preserve Custom Normal vectors in topology operators., I would like [for the last time, I promise] a comment regarding general direction of this by @mont29, @brecht, @angavrilov (will keep this open for that reason).

For the time being I still assume this is not a bug but the current/know limitation/workflow in blender...

Normally I would consider this a duplicate of #69290 (there are other cases as well e.g. #53763) [which was closed because topology editing is supposed to happen **before** custom normals] Now that I am aware of [D4994: Mesh Edit: preserve Custom Normal vectors in topology operators.](https://archive.blender.org/developer/D4994), I would like [for the last time, I promise] a comment regarding general direction of this by @mont29, @brecht, @angavrilov (will keep this open for that reason). For the time being I still assume this is not a bug but the current/know limitation/workflow in blender...

I completely disagree about the idea that you must completely stop editing the topology after adding custom normals. You probably won't do that in the normal workflow, but it is a necessary part when restoring models that were already exported to optimized game formats and e.g. split into islands for technical reasons of the format. Plus, such harsh restrictions on workflow are not good in any case, so this could be classified as a feature request, but not as 'invalid'.

I completely disagree about the idea that you must completely stop editing the topology after adding custom normals. You probably won't do that in the normal workflow, but it is a necessary part when restoring models that were already exported to optimized game formats and e.g. split into islands for technical reasons of the format. Plus, such harsh restrictions on workflow are not good in any case, so this could be classified as a feature request, but not as 'invalid'.

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2019-09-03 16:33:01 +02:00

Same answer as usual: this is known, relatively low priority TODO. Also relatively easy task to pick up, since there are already quiet a few example of tools in mesh editing that preserves custom normals now, the mechanics remain the same… Just a lot of monkey work to convert all the tools, modifiers, operators, etc.

In any case, definitively not a bug.

Same answer as usual: this is known, relatively low priority TODO. Also relatively easy task to pick up, since there are already quiet a few example of tools in mesh editing that preserves custom normals now, the mechanics remain the same… Just a lot of monkey work to convert all the tools, modifiers, operators, etc. In any case, definitively not a bug.
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Reference: blender/blender#69429
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