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Basemesh edit to sculpt mode missing edges on wireframe but all verts mainfold normal
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Description

System Information
Operating system and graphics card

Windows 8, dual Nvidia 860M

Blender Version
Broken: 2.73b, 2.73
Worked: (optional)
Short description of error
Edges missing in sculpt mode but are part of mainfold normals in edit mode

Exact steps for others to reproduce the error
Based on a (as simple as possible) attached .blend file with minimum amount of steps
After re-topology of a base mesh, create a multi-resolution modifier, subdivide and check wire-frame in sculpt mode. On occasion there are missing edges.

Event Timeline

Julian Eisel (Severin) lowered the priority of this task from 90 to 30.

I can't really see what you mean... Maybe a screenshot could help...

Don't see an issue here to be honest. The Multiresolution Modifier and the sculpt tool heavily affect the topology of the mesh, that's why you can't really recognize the original base mesh edges.
I think the missing edges you can see later in the video are a known issue of the multiresolution modifier algorithm. Not sure who wrote Multires... maybe @Nicholas Bishop (nicholasbishop)? Any input here?

Julian Eisel (Severin) raised the priority of this task from 30 to Normal.Jan 8 2015, 6:59 PM

Even a new base mesh yields the similar results when the multi-resolution modifier is applied. Missing edges. If that is a known issue then I guess that is all I was looking to know.

Okay, I think I was wrong about the algorithm issue, now I think the algorithm is just smart enough to ignore the edge. The reason for that is that the vertices at this place are building a flat plane, making this edge unnecessary. You can easily change that by transforming some of the vertices just a tiny little bit. Like here:

Sergey Sharybin (sergey) changed the task status from Unknown Status to Unknown Status.Jan 13 2015, 3:29 PM
Sergey Sharybin (sergey) claimed this task.

it is not a bug, it's just optimization that if angle between two faces is small enough the edge is not drawn. You can disable it by going to Object buttons and enabling "Draw All Edged".

Thanks for the report, but i don't really see bug in here, everything works as intended.