Inaccuracies in the subdivision surface modifier (vertex positions) #89090
Labels
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
3 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#89090
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89
Blender Version
Broken: version: 2.92.0, branch: master, commit date: 2021-02-24 16:25, hash:
02948a2cab
Worked: maybe never ?
Short description of error
Edit: (I messed up my first posting and forgot to add the error description the second time)
I seems that the subdivision modifier creates numerical inaccuracies when subdividing planar faces. That is, the vertices of the subdivided plane are not necessarily co-planar anymore. This of course can lead to visible artifacts. I witnessed the issue in both the simple and Catmull-Clark mode.
subd_issue.blend
Exact steps for others to reproduce the error
Added subscriber: @LordoftheFleas
Added subscriber: @PratikPB2123
Changed status from 'Needs Triage' to: 'Needs User Info'
@LordoftheFleas , can you please attach the screenshot of artifact visible to you ?
No, GPU and it's version is equally important. Do:
Open Blender -> Help -> Report a Bug
then copy system info and paste it to this task description.Added the requested information.
Definitely I can notice artifacts but could not reproduce this from scratch.
Not sure I understand the step, can you please elaborate?
In Object Mode: Add-> Mesh -> Plane
Go to Edit mode, select all, G->Z->100 (move all vertices 100 in the z-direction) [reason: the numerical inaccuracies are in the range of 1e-6, relative to the position of the vertices. In order to make them appear in the last digit displayed, we offset the initial position. If we leave the plane at zero, we would see nothing at all)
Go back to Object mode, G->Z->-100 (move object -100 in z-direction) [reason: we want to see something in the viewport]
Add a subdivision surface modifier to the object (3 levels, simple mode)
Apply the sub-d modifier
Object->Set Origin->Origin to Geometry [reason: all the vertex positions are at about 100 in z-direction. In order to have 6 digits to the right of the decimal point displayed, we need to subtract 100 again]
Go to edit mode and look at the z-position of the vertices, they should have differences at least in the 6th digit right of the decimal point
As for the shading artifacts, I must admit that those were probably due to mistakes on my sides: when trying to reproduce them from scratch myself, they only appeared if a) there was an n-gon on the original mesh leading to overlapping faces after subdivision or b) I only had "smooth" turned on, but not autosmooth. So maybe the inaccuracies are not severe enough to cause shading problems in practice (when using the tools correctly).
Changed status from 'Needs User Info' to: 'Needs Triage'
Added subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Archived'
Dont think this is a bug.
Since you have 7 digits of precision in floats (doubles would have more precision here), you dont get the inaccuracies when doing this at the origin, but with an offset of 100 in local space, you are loosing 2 digits of precision, resulting in the inaccuraries after the 6th digit.
Thx reporting, but afraid we have to close this (but of course feel free to comment again if this is a misunderstanding or I am wrong on this).