Just chiming making flat objects then making them 3dish in blender 2.8 is a huge mess.
Sat, May 25
I can confirm this bug! Its very annoying. But it occours only, if faces are smooth shaded. If there are flat shaded, it works.
Fri, May 24
There is not much point in re-activating closed tasks like that, it is fairly unlikely to be the same issue actually( even though the symptoms are the same, code has changed quiet a bit since then).
Confirm. broken again. Today build 24.05.
Thu, May 23
Is been almost a month now, and is not even treated as an high bug... guys I use blender for sculpting too and because of this problem I'm using a older version of the program...
I would love to get the new beta with this bug fixed. Please!
Wed, May 22
This is broken again
Mon, May 20
I think that this task is complete for now. We should start a new task for a real tool in the toolbar for a 2.81 or later. Since such tools are typically interactive, some possibilities would be:
- the modal "point normals at" command (maybe with custom gizmo to help)
- the modal "rotate normals" command (currently pretty hidden under rotate transform with n typed afterwards)
- a new modal "set face strength" command, to let you select and set multiple faces' strengths in sequence; ideally combined with custom drawing to show which faces have which strength
- maybe a way to display the numeric values (vector) of selected normals (like a 'measureit' for normals)?
Thu, May 16
Wed, May 15
Currently the normals menu commands all have a poll that tests for autosmooth being on. That poll should be removed and the code should just test and turn it on if not already on when those menu items are invoked. I looked once at doing this automatically in the bevel modifier when harden normals was chosen but it was annoying to do because the bevel code is all in a file that only operates on BMesh and there is no autosmooth option recorded in BMesh that could be set and propagated back to the Mesh in the modifier code. This could be corrected, of course.
Custom lnors data is already automatically added by the operators when needed, afaik. So it’s only a matter of enabling autosmooth too, when needed, that should be a rather trivial change? We could also do it when adding one of the normal editing modifiers, actually…
Computing the median normal indeed seems expensive. It may not be too terrible in practice as custom normals are mostly used for relatively low poly meshes, and it could be in a subpanel that is collapsed by default. But still, it can be an issue.
Tue, May 14
It is working in 2.8 build of 2019-05-13
I can confirm. Same bug here too. Multires not refreshing properly.
Fri, May 10
Suggest to first try add a tool in the tool-system for this instead of buttons in the items panel.
One question about the idea of making the normal vector in the transform tools item panel be a live reflection of the current selection: this is a not-inexpensive operation (see BM_loop_normal_editdata_array_init in bmesh_mesh.c: it allocates several #loop-length things and iterates over all the loops of the mesh). Even if we only do this if there are custom normals, is there any concern about doing this every time a selection changes? I don't think so, but wonder what others think before going down this coding path.
This is an issue because of buggy drivers. Sadly, there will be no more driver updates for your GPU and we do not support hardware this old anymore: https://www.blender.org/download/requirements/
Thu, May 9
Wed, May 8
@Howard Trickey (howardt) I suppose we could keep them but just let the user type in a value in the redo panel.
@William Reynish (billreynish) Yes, I can see that (the copy/paste buffer being elsewhere and hidden).
What were the thoughts about Add/Multiply? Dump them?
@Howard Trickey (howardt) We think we might want to change the Normal Vector number field to actually reflect when you select, just like other things in the Transform panel. That was the idea during the UI meeting we had this morning. Does that make sense?
I agree with most of this, and have been working on it. With changes I made to the normal menu, I can now remove Face Strength from the Normals panel in Tool properties.
Wed, May 1
Tue, Apr 30
Yep, same happens in Edit Mode when you extrude something. Maybe related to rBe83d4d963766487919edb8858de0020ef2c3cfe8 ?
Yes, i'm ready to maintain this addon long term, at least with API changes and fixes.
Apr 21 2019
Apr 20 2019
Apr 19 2019
Ack… now am feeling very stupid… Was on the 2.79 tag, not on the trunk of /lib/tests :(
Apr 18 2019
I can't reproduce this. I've been updating bevel_regression.blend pretty regularly (last time Feb 11) and it passes for me.
This is what I do on MacOs:
(with Debug build)
build with lastest master
test with latest svn revision of tests
in the build directory run:
ctest -C Debug -R bevel
and it runs that bevel test and shows it passing.
Similarly if I "make test" on Linux.
Apr 4 2019
Mar 26 2019
Thank you. I'll find time to test. Are you prepared to maintain this long term?
Mar 25 2019
Updated addon to work with latest API changes.
Mar 22 2019
OK, I finally found time to look at this. Unfortunately, I am going to close this as "working as intended". The workaround cited above (turn off Loop Slide) should be satisfactory in cases like this.
Mar 21 2019
Rohan's GSoC fix did indeed fix this particular case and is now in master, so closing this bug.
Clearing out old bugs. Clamping is currently working as intended, even if not ideal. The long term fix is to actually have the geometry merge and/or otherwise do intelligent things when collision happens, and then remove 'Clamp' completely. I hope to get to that as my next big bevel improvement project, though it is some time off.
Closing this now that Bevel has a user editable keymap, so users can map spacebar to confirm if that's what they want.