- User Since
- Oct 9 2017, 6:39 AM (80 w, 4 d)
Tue, Apr 16
Sun, Apr 7
@Alexander Gavrilov (angavrilov) how did you associate the patch with this task? I can't find it in Actions.
Wed, Apr 3
Omg that's brilliant @Sam (Sam200)! It's clearly an improvement.
You should submit that in here if you haven't already: https://developer.blender.org/differential/diff/create/
Jan 19 2019
Ok, so for anyone coming to this in the future, set your custom normals with scripting rather than with the Normal Edit modifier. The modifier changes face winding and that's what causes the blocky patches, not a shading problem.
Jan 14 2019
This problem seems to be described in here:
Can you explain to me why the black faces in image #4 advance way further than the terminator seen in #2? (Considering that the scene layout is the same, just settings changed)
Jan 13 2019
Using 2.79, Blender Render engine, Material viewport-shade mode:
I put together a shader sandbox demo, for context:
Jan 12 2019
No, it's a bug.
The level of shading on a vertex depends on its normal.
If all vertices have the exact same normals, then all vertices should have the exact same shading, regardless of the shape of the mesh.
A test scene with the problem:
Jan 10 2019
Jan 6 2019
devtalk.blender.org: "This is a forum for contributors to ask questions and discuss Blender development (...)"
Jul 18 2018
Jul 13 2018
Apr 3 2018
Hi. After researching some more.
Mar 30 2018
I think it has to do with this logic here:
Feb 23 2018
Jan 6 2018
@ronan ducluzeau (zeauro) Thank you for your observations. You're right, a sphere is not the best kind of mesh to show what I mean.
I'll try with a cylinder. So the same context as in those steps to reproduce the event from the report, but with a cylinder and some keyframes.
Jan 5 2018
Dec 10 2017
Pardon the noob question.
After all these considerations, the features in this commit weren't "commited" yet, is that right?