(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.
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