Bevel Modifier: Inconsistent vertex colors with odd-numbered segment counts #73966

Closed
opened 2020-02-18 11:23:54 +01:00 by Jani Kahrama · 10 comments

System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19

Blender Version
Broken: version: 2.82 (sub 7), branch: master, commit date: 2020-02-12 16:20, hash: 77d23b0bd7

Short description of error
When using the bevel modifier with a vertex-colored object, using odd-numbered segment counts creates unusable results.

Image 0: Base mesh
bevel_0_disabled.PNG

Image 1: One-segment bevel, with broken color regions
bevel_1_one_segment.PNG

Image 2: Two-segment bevel, clean regions
bevel_2_two_segment.PNG

Image 3: Three-segment bevel, broken regions
bevel_3_three_segment.PNG

Exact steps for others to reproduce the error
Provided blend file illustrates the issue. Simply adjust the segment count on the simple cylinder that has some vertex colors and bevel weights.

bevelcolors_bug.blend

Preferred result would be for color regions to remain clean with odd-numbered segment counts.

**System Information** Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19 **Blender Version** Broken: version: 2.82 (sub 7), branch: master, commit date: 2020-02-12 16:20, hash: `77d23b0bd7` **Short description of error** When using the bevel modifier with a vertex-colored object, using odd-numbered segment counts creates unusable results. Image 0: Base mesh ![bevel_0_disabled.PNG](https://archive.blender.org/developer/F8347199/bevel_0_disabled.PNG) Image 1: One-segment bevel, with broken color regions ![bevel_1_one_segment.PNG](https://archive.blender.org/developer/F8347202/bevel_1_one_segment.PNG) Image 2: Two-segment bevel, clean regions ![bevel_2_two_segment.PNG](https://archive.blender.org/developer/F8347205/bevel_2_two_segment.PNG) Image 3: Three-segment bevel, broken regions ![bevel_3_three_segment.PNG](https://archive.blender.org/developer/F8347207/bevel_3_three_segment.PNG) **Exact steps for others to reproduce the error** Provided blend file illustrates the issue. Simply adjust the segment count on the simple cylinder that has some vertex colors and bevel weights. [bevelcolors_bug.blend](https://archive.blender.org/developer/F8347211/bevelcolors_bug.blend) Preferred result would be for color regions to remain clean with odd-numbered segment counts.
Author

Added subscriber: @Frand

Added subscriber: @Frand

#77188 was marked as duplicate of this issue

#77188 was marked as duplicate of this issue
Member

Added subscribers: @howardt, @JacquesLucke

Added subscribers: @howardt, @JacquesLucke
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

I think this is working as expected. Which color each face has after the bevel is somewhat arbitrary when the number of segments is odd.

@howardt I think we had a similar issue at some point. Maybe you want to give your opinion here. I'll mark it as known issue for now.

I think this is working as expected. Which color each face has after the bevel is somewhat arbitrary when the number of segments is odd. @howardt I think we had a similar issue at some point. Maybe you want to give your opinion here. I'll mark it as known issue for now.
Member

This is similar to the problem of UV maps with bevels of odd numbers of vertices. It is indeed arbitrary what happens at in such cases. I have some ideas on how to make it feel at least a little more consistent for the UV case, and it is good to have this report to remind me that the same solution should be used for vertex properties, including color, also.

This is similar to the problem of UV maps with bevels of odd numbers of vertices. It is indeed arbitrary what happens at in such cases. I have some ideas on how to make it feel at least a little more consistent for the UV case, and it is good to have this report to remind me that the same solution should be used for vertex properties, including color, also.
Author

The odd-numbered results are regrettably unusable.
An even-numbered bevel in turn generates much unwanted geometry in a pipeline where meshes are subdivided post-bevel. And we would wish to avoid the situation where it's necessary to apply the modifier and fix these color errors manually.

Suggestion: Could the face color results from the next even-numbered bevel be used to determine the colors for the odd-numbered bevels? If you sample the most frequent color for each face region from the next even bevel, the results would probably be much improved. EDIT: No, on closer examination that would not work. Here's hoping another solution can be found.

The odd-numbered results are regrettably unusable. An even-numbered bevel in turn generates much unwanted geometry in a pipeline where meshes are subdivided post-bevel. And we would wish to avoid the situation where it's necessary to apply the modifier and fix these color errors manually. Suggestion: Could the face color results from the next even-numbered bevel be used to determine the colors for the odd-numbered bevels? If you sample the most frequent color for each face region from the next even bevel, the results would probably be much improved. EDIT: No, on closer examination that would not work. Here's hoping another solution can be found.
Member

Added subscribers: @Stonebana, @Alaska

Added subscribers: @Stonebana, @Alaska
Member

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Howard Trickey self-assigned this 2020-06-26 12:53:18 +02:00
Member

I just committed change e3a420c477 which uses some disambiguation rules to help solve this problem.
I will say it fixes this problem, even though the results still do not look great on the example blend: that example has both a UV map and a Loop color assignment. Those two together make for a harder case to solve (there is a detection of "connected islands" that has to pay attention to both of those maps). If one deletes the apparently unused uv map from the example, the result looks good, in my opinion.

I just committed change e3a420c477 which uses some disambiguation rules to help solve this problem. I will say it fixes this problem, even though the results still do not look great on the example blend: that example has both a UV map and a Loop color assignment. Those two together make for a harder case to solve (there is a detection of "connected islands" that has to pay attention to both of those maps). If one deletes the apparently unused uv map from the example, the result looks good, in my opinion.
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
No Assignees
5 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#73966
No description provided.