(parallel projection)
the situation does not improve, if the rendermesh settings are changed.
is there something wrong with the mesh normals ?
or is it a problem of the graphic card, that does not interpolate inside a mesh face in a nice manner ?
This is quite annoying, especially for first / fast visual inspection of surfaces that will be joined later.
Workaround is joining / undo.
Without “Advanced GPU Lightning” on, backfaces have a slightly different shaded render:
(those are 2 open surfaces, one is with positive normals, the other is hidden and with flipped normals)
And the backfaces will render in shaded the same way as front faces.
Tom, you have visual discontinuity because your 2 surfaces have different normals.
@stevebaer sorry to tag you (I don’t know who else works on the graphical/render part)
Are backfaces meant to have different aspect than frontfaces?
This:
doesn’t work fully, if Advanced GPU Lightning is off…
Hi Tom - the surface normals are flipped on one of the surfaces - there is a a bug track item, I believe, about this - I’ll see if I can find it and giver it a boost, otherwise I’ll make one - I’ve noticed flipped surfaces shade differently in at least some cases. RH-69567 Display: Shaded views depend on normal direction