Setting object's origin too far from object will warp the mesh. #71775

Closed
opened 2019-11-22 11:32:16 +01:00 by Raptor Swire · 7 comments

System Information
Operating system: win10 64x
Graphics card: Intel HD Graphics 4600

Blender Version
Broken: 2.80

Short description of error

Setting object's origin too far from object will warp the mesh.

Exact steps for others to reproduce the error
Create default cube.
Place the 3D cursor very high above (1000000000).
Set Origin of the cube to 3D cursor.

  • The cube is now totally flat.

It seems like warping of the mesh starts happening if you set the origin over 256 units far away. If the number is not too high, individual vertices will move just a tiny bit and it cannot be seen with the eye at first.

This causes a lot of frustration when precise-modelling and in the middle of your work you find out a lot of your vertices were moved.

Why would anyone wanted to set origin very far away? For example when having many vertices of the mesh selected and you want to point all the Normal vectors in one direction, making them parallel. Pointing them all to one point that is very far away will make them look like parallel, and for normals it is good enough.

**System Information** Operating system: win10 64x Graphics card: Intel HD Graphics 4600 **Blender Version** Broken: 2.80 **Short description of error** Setting object's origin too far from object will warp the mesh. **Exact steps for others to reproduce the error** Create default cube. Place the 3D cursor very high above (1000000000). Set Origin of the cube to 3D cursor. - The cube is now totally flat. It seems like warping of the mesh starts happening if you set the origin over 256 units far away. If the number is not too high, individual vertices will move just a tiny bit and it cannot be seen with the eye at first. This causes a lot of frustration when precise-modelling and in the middle of your work you find out a lot of your vertices were moved. Why would anyone wanted to set origin very far away? For example when having many vertices of the mesh selected and you want to point all the Normal vectors in one direction, making them parallel. Pointing them all to one point that is very far away will make them look like parallel, and for normals it is good enough.
Author

Added subscriber: @Raptosauru5

Added subscriber: @Raptosauru5

Added subscriber: @AnthonyEdlin

Added subscriber: @AnthonyEdlin

Unfortunately, setting the origin that far away (1000000000) from the vertices runs into precision errors in floating point numbers. This is the data type that is used in blender and many similar apps. At this time blender is not going to change this data type.

That being said, you should not be able to notice any precision loss 256 units away, maybe it is a limitation of Intel HD Graphics (maybe they use half-floats somewhere). I could not notice anything until about 100000 units away. Also I don't think blender can really do anything about this as it is just a limitation of Intel graphics driver/hardware.

I think you can accomplish what you wanted with normals somewhat by setting "Auto Smooth" and then using a "Normal Edit" modifier and vertex groups with Offset to some large number.

Unfortunately, setting the origin that far away (1000000000) from the vertices runs into precision errors in floating point numbers. This is the data type that is used in blender and many similar apps. At this time blender is not going to change this data type. That being said, you should not be able to notice any precision loss 256 units away, maybe it is a limitation of Intel HD Graphics (maybe they use half-floats somewhere). I could not notice anything until about 100000 units away. Also I don't think blender can really do anything about this as it is just a limitation of Intel graphics driver/hardware. I think you can accomplish what you wanted with normals somewhat by setting "Auto Smooth" and then using a "Normal Edit" modifier and vertex groups with Offset to some large number.
Author

Thanks for fast answer.

I can confirm this bug doesn't happen on my main PC (NVidia GeForce 780M), until you input ridiculously high number. So it is indeed problem of the integrated gpu. (Still, there should be some warning to user if mesh distortion occurs, but I don't know how hard could it be to catch this glitch).

Since we are talking about the Normals, I would like to suggest a feature for editing of normals: ALT+L (Set Target) has missing option for pointing Vectors to the 3D cursor. You can only create new 3D cursor's location by clicking the mouse which loses all the precision or point them to Origin. Also being able to lock normals so they wouldn't recalculate when you edit geometry would be very useful.

I am making modular assets for a game and I need curved parts to perfectly snap on each other in square grid without any visual seam and the only way is to move all the normals manually, which is very tedious process for my 300 objects.

Thanks for fast answer. I can confirm this bug doesn't happen on my main PC (NVidia GeForce 780M), until you input ridiculously high number. So it is indeed problem of the integrated gpu. (Still, there should be some warning to user if mesh distortion occurs, but I don't know how hard could it be to catch this glitch). Since we are talking about the Normals, I would like to suggest a feature for editing of normals: ALT+L (Set Target) has missing option for pointing Vectors to the 3D cursor. You can only create new 3D cursor's location by clicking the mouse which loses all the precision or point them to Origin. Also being able to lock normals so they wouldn't recalculate when you edit geometry would be very useful. I am making modular assets for a game and I need curved parts to perfectly snap on each other in square grid without any visual seam and the only way is to move all the normals manually, which is very tedious process for my 300 objects.

Added subscriber: @StephenSwaney

Added subscriber: @StephenSwaney

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
Stephen Swaney self-assigned this 2019-11-24 00:34:18 +01:00

Still, there should be some warning to user if mesh distortion occurs, but I don't know how hard could it be to catch this glitch

Given that you are trying to manipulate the normals and not set the origin, maybe the pop-up could say "Don't do silly things".

Feature requests are better done at devtalk or rightclickselect.

> Still, there should be some warning to user if mesh distortion occurs, but I don't know how hard could it be to catch this glitch Given that you are trying to manipulate the normals and not set the origin, maybe the pop-up could say "Don't do silly things". Feature requests are better done at devtalk or rightclickselect.
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Reference: blender/blender#71775
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