Hi Charles- thanks, I see that. For now, RebuildMeshNormals may work as well without throwing away all the other info on a mesh that might be there- it’s worth a try RebuildMesh is ‘a bigger hammer’
Hi Willem- thanks- I see that it does not shade right and indeed it is not 100% correct, so there’s a problem there but I would say, at the moment, that this is not the same as the CageEdit problem where the vertex normal vectors are apparently exactly the same after editing as before.
Hmm- I just tested again and CageEdit did about the right thing… still digging.
@Mikko:
What is your argument against ‘rebuilding’ the mesh vertex normals? Or better stated:
What is the purpose of leaving vertex normals unchanged?
The vertex normals are obviously wrong from a user perspective and I dare say also from a geometric perspective.
If I were to deform a NurbsSurface there is also no issue with distorted vertices on the render mesh.
Deformed meshes with skewed vertex normals will not render as expected, misrepresenting the mesh shape. As an example also see my post above with the flowed mesh
My arguments to let Rhino handle this in the background, are:
The command _RebuildMeshNormals can be considered for advanced users and should not be needed to make a deformed mesh render properly
To fix the ‘bad’ normals one needs to run _RebuildMeshNormals yet that will release the mesh from the cage or flow history