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Sculpting with Original Normal rips edges
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System Information
Operating system: Linux-4.15.0-64-generic-x86_64-with-debian-buster-sid 64 Bits
Graphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.40

Blender Version
Broken: version: 2.81 (sub 12), branch: master, commit date: 2019-09-30 08:51, hash: rB64c8e9a2196f

Short description of error
When using the new brush option "Original Normal" the sculpt plane orientation is fixed. It also occasionally rips the edges on the sculpt mesh.
This does not translate to the actual mesh in Edit Mode or the other Modes but it does cause clearly visible stepping in the brush stroke after exiting Sculpt Mode.

Exact steps for others to reproduce the error

  • Create a UV sphere or cube
  • Subdivide it a few times to the mesh is relatively dense. (More likely to rip edges)
  • Enable "Original Normal" on any brush that is not anchored and works with this brush option (e.g. Draw, Clay, Scrape)
  • Place a stroke across a large part of the surface with high strength.

Event Timeline

Brecht Van Lommel (brecht) lowered the priority of this task from Needs Triage by Developer to Waiting for Developer to Reproduce.

@Pablo Dobarro (pablodp606)
I still see this issue in some brushes. I was experimenting with the Scrape brush and it seems to work fine when also having "Accumulate" enabled. With just "Original Normal" it still rips the edges though.

I can't reproduce that with scrape. Can you check if this fixes the issue? D6011

@Pablo Dobarro (pablodp606) It still happens for me even with the patch. Other people at the studio can also reproduce it. Make sure the strength is set pretty high and that the stroke is as long as possible. It's more likely to happen that way.

i got this result

with this file
using 40a55be82cf5

win 7 x64 nvidia 1070 drv: 430.86