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Few bugs with Custom Normals modifiers.
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Description

System Information
Ubuntu 14.04, radeon graphics driver.

Blender Version
Broken: 2.74 RC1

Short description of error
Strange triangulation on the set split normal modifier, and weirdness with edge normals using the transfer mesh data modifier.

okay, I'll add a blend file with both in a minute.

  1. problem(first scene): When having a set split normal modifier on a mesh, and the view mode set to texture+having something else besides the affected mesh selected, results in the affected mesh looking triangulated. In meterial viewmode, it looks normal.
  1. Second problem(second scene.) When having a data transfer of normals from another mesh onto a smooth shaded mesh, deactivating the modifier results in the edge-normals being hard again. Going into edit mode and setting the edges to smooth fixes this. But then, if we go out of edit mode, and toggle the mesh-transfer modifier again, and unhide it again, and the edges are hard again.

So, the mesh transfer modifier is sort of destructive at the moment, and if it's not a bug, I think it would be really helpful if it told users that it's sorta destructive :)

I hope this helps!

Event Timeline

Bastien Montagne (mont29) lowered the priority of this task from 90 to 30.Mar 15 2015, 4:29 PM

Meeeh… I cannot confirm any of those two issues…

  1. This could really be an OpenGL bug, here it works like a charm, can you please try to tweak your OGL settings (like VBO on/off, etc.), and/or try to start in software OpenGL mode (use the blender-softwaregl distributed with official blender, will be slow, but will show whether this is a driver issue or not)?
  1. Cannot reproduce that with current master… I did fix that (or a very similar) bug some weeks ago, are you sure this happens with 2.74-RC1?

Attaching the compressed file here, btw.

yes, RC1 straight from the website this morning.

  1. I wouldn't doubt it, however, I just realised that the main difference between material and texture is that material is GLSL and texture is multtexture, perhaps that's the cause? (setting texture display to glsl fixes the issue)
  1. If it's fixed with current master, then that's good. If RC2 comes out, I'll test it again. Maybe the patch slipped between the cracks :)

Just downloaded official 2.74-RC1 to be 100% sure.

  1. Yes, but that still remains a GPU/driver bug imho, we cannot do much about that.
  1. Definitively cannot reproduce that using your file, even on official linux64 2.74-rc1 release…

Hm, I do have videocard issues due to darned hybrid graphics...

Ah well, I can work around it. At the very least it's documented now, and if other people have the same issue, they can reopen this.

@Bastien Montagne (mont29), The file looks fine in release builds for me, but this file gives an assert mesh_evaluate.c:390 - BLI_assert(nbr > 2);

The mesh is valid (validate runs OK), so this assert should be fixed?

Actually, it was the assert that was wrong, fixed in rB9542cf041af32b6.

@Bastien Montagne (mont29), so what's up with this? Can we close the report? *fingers crossed*

Bastien Montagne (mont29) changed the task status from Unknown Status to Archived.Mar 22 2015, 4:59 PM

Yep, no news since one week, time to close.