'Custom Split Normals' generated by the Boolean modifier does not match the normals of the object #95915
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Reference: blender/blender#95915
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System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07
Blender Version
Broken: version: 3.0.0, branch: master, commit date: 2021-12-02 18:35, hash:
f1cca30557
Short description of error
If the object used as operand in the Boolean modifier has
Custom Split Normals
(either through theWeightedNormal
modifier or manually added) the resulting object will have a "broken"Custom Split Normal
.This kind of works with objects which do not have any
Custom Split Normals
(so only shade flat and shade smooth, no weighted normals etc.) (although it also has it's problems. See #95913 (Strange shading behaviour when using boolean modifier))When
Custom Split Normals
are involved, the modifier uses theCustom Split Normals
of the operand object on the target object to determine the shading on the affected areas.Exact steps for others to reproduce the error
The issue still persists even if you delete the weighted normals modifier on the target object in the right example.
Test_file2.blend
Another example:
Test_file.blend
Added subscriber: @tempdevnova
Added subscriber: @iss
Wouldn't #95913 be the root cause here too?
Well if you completely remove the normal transfering behaviour then i assume that problem would probably be fixed as well. But in case it was an intentional feature, this would have to be fixed seperately.
Of course the blender devs could also get rid of this problematic behaviour even if it was intentional at first.
Added subscriber: @mano-wii
The first statement of fact can be confirmed and does not seem to be the desired result.
But I don't think the statement that
"it simply doesn't work if any normal alterations are made after the boolean modifier"
is correct.In the attached files, although the result looks wrong, this is the expected result for the
Weighted Normal
with theCustom Split Normals
generated by theBoolean
modifier.If you generate similar
Custom Split Normals
without theBoolean
modifier the result is very similar.Anyway, even if it wasn't the expected result of the
Weighted Normal
, it has nothing to do withBoolean
and should be reported separately.So, (if it's ok for you), I'll edit the description to report only the problem of the
Custom Split Normals
generated not matching the normals of the object.Custom split normals break shadingto 'Custom Split Normals' generated by the Boolean modifier does not match the normals of the objectChanged status from 'Needs Triage' to: 'Confirmed'
"If you generate similar Custom Split Normals without the Boolean modifier the result is very similar." I could not reproduce similar results without the boolean modifier and I assume you actually meant the weighted normal modifier? If this is not the case could you please elaborate further.
But apart from that I also agree that the problem stems from the way the boolean modifier generates custom split normals.
Regarding that I strongly suggest a complete removal of the custom split normals generation by the boolean modifier as also mentioned in #95913.
To create custom normals just click on the
Add Custom Split Normals Data
option in theGeometry Data
panel (https://docs.blender.org/manual/en/dev/modeling/meshes/properties/custom_data.html#bpy-ops-mesh-customdata-custom-splitnormals-add)One way to create similar custom normals to that of the
Boolean
is to increase theAuto Smooth
angle to 180º and press the button."One way to create similar custom normals to that of the Boolean is to increase the Auto Smooth angle to 180º and press the button." Why is that exactly and do the shading errors also appear in these cases?
"Anyway, even if it wasn't the expected result of the Weighted Normal, it has nothing to do with Boolean and should be reported separately." I don't quite get what you mean here, do you think that the problem is caused by the weighted normals modifier or the boolean modifier?
In my opinion, the result we see with the
Weighted Normal
is not a bug.Custom Split Normals
are normals that can be captured and edited by the user. If the object hasCustom Split Normals
, each Loop has a "custom" normal. TheWeighted Normal
modify these normals resulting in another one that can be weird in some extreme cases.Also the submission template and guidelines mentions
"If there are multiple bugs, make multiple bug reports"
(although I'm almost certain that the result inWeighted Normal
is not a bug)."The Weighted Normal modify these normals resulting in another one that can be weird in some extreme cases." Doesn't the weighted normal usually overwrite existing custom normals
"although I'm almost certain that the result in Weighted Normal is not a bug", yes I also think that this specific problem stems from the boolean modifier not the weighted normals, although the fact that the weighted normals doesn't overwrite the exisiting custom normals is still strange to me.
"If there are multiple bugs, make multiple bug reports" Yes I already tried to do that, I just wasn't sure whether the problem stemmed from the weighted normals or boolean modifier.
By the way how do you do the highlighting for your quotes and technical terms?