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Armature combined with subdivision incorrect normals
Confirmed, NormalPublic

Description

System Information
Operating system: Windows 10 Pro
Graphics card: GeForce 1050ti

Blender Version
Broken: 2.82 (broken in a different way), 2.83.14, 2.92, 2.93 beta, 3.0 alpha
Worked: 2.79b (important is working in 2.81)
When using an armature modifier and subdivision modifier on the same mesh you get the wrong normals. If the armature is applied to the mesh then the subdivision normals are correct. The problem with the armature and subdivision together only applies if the armature is posed.

This broke between good ba1e9ae4733a and bad da6929488a64, probably rB9516921c05bd: Overlay Engine: Refactor & Cleanup

I think that a bug has come into 2.82 a fix has been applied but it has broken it differently. So between 2.81 and 2.82 something broke, then a fix was put in that is still broken but in a different way. So 2.81 is the good version.

Create a mesh and create an armature on the mesh. Add a subdivision modifier. Make sure the armature has a pose. Show the normals.
The consequences will mean that the surfaces are wrong and the subsurface and general render will just look wrong.
Good:


Bad:

Event Timeline

James (James9856) updated the task description. (Show Details)
Philipp Oeser (lichtwerk) changed the task status from Needs Triage to Confirmed.Tue, Jun 1, 3:37 PM
Philipp Oeser (lichtwerk) claimed this task.

Can confirm, will check

Pretty sure this broke with rB9516921c05bd: Overlay Engine: Refactor & Cleanup ?

The consequences will mean that the surfaces are wrong and the subsurface and general render will just look wrong.

cannot reproduce this though, for me renders looks the same (and it is just the overlay normals being drawn wrong)

CC @Clément Foucault (fclem)

Philipp Oeser (lichtwerk) renamed this task from Amarture combined with subdivision incorrect normals to Armature combined with subdivision incorrect normals.Tue, Jun 1, 5:00 PM

Have you been able to cross-compare between the last working/non-working versions? The renders had different light responses but they are subtle probably because the normals are sweeping across rather than being in opposing directions.

I have tried to use different materials and configurations and it does not appear to affect the render output so that must have been a coincidence.