Blender

Blender

Subdivisions not showing up after first subdivision
it will let me sub divide a cube once and then when i go to sub devide a face, the edge from the subdivision does not show up, however the vertices are there, where they should be , and sometimes they are not, i am not sure what is wrong. I updated my gpu drivers and tried turning off gpu sub division.
Zuletzt bearbeitet von ☯ Icy ᚱᛖᛞ ᛊᛟᛞᚨ▲; 15. März 2023 um 9:24
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Beiträge 115 von 15
Did you possibly use the Simplify Option from the scene settings to limit viewport subdiv to 1?
Ursprünglich geschrieben von *P0P$*FR3$H3NM3Y3R*:
Did you possibly use the Simplify Option from the scene settings to limit viewport subdiv to 1?

I didn't, i just went there now and i set the max to 1000, however that didn't change anything.
Zuletzt bearbeitet von ☯ Icy ᚱᛖᛞ ᛊᛟᛞᚨ▲; 15. März 2023 um 9:55
Do you have a screenshot? I don't really understand your description of the issue.
Ursprünglich geschrieben von The Renderer:
Do you have a screenshot? I don't really understand your description of the issue.

Edit: sorry, i'll try explain better

It will allow me to sub devide a cube when the whole cube is highlighted, however when i go to sub devide an individual face on the cube, it might allow me to do it once or twice, then it wont allow me to sub devide individual faces any more. (it wont create edges, just vertices, and sometimes, it wont even create vertices even)
Zuletzt bearbeitet von ☯ Icy ᚱᛖᛞ ᛊᛟᛞᚨ▲; 15. März 2023 um 12:35
Ursprünglich geschrieben von The Renderer:
Do you have a screenshot? I don't really understand your description of the issue.

Here is the picture https://ibb.co/W0Nw1xZ

Subdevision is not creating edges, just vertices.

It wont let me take a screen shot in steam, instead it just renders. F12
Zuletzt bearbeitet von ☯ Icy ᚱᛖᛞ ᛊᛟᛞᚨ▲; 15. März 2023 um 12:37
I think it's the order of operations that comes into play here.
I guess what you want is more like this?
https://i.imgur.com/Y7mHJ7x.gif

However, this method creates N-Gons (bad), so watch the topology. Why it won't subdivide properrly on your end...my guess double verticies. Tricky to tell whats going on there. As you see I couldn't replicate the behavior :/
Zuletzt bearbeitet von *P0P$*FR3$H3NM3Y3R*; 15. März 2023 um 12:47
Ursprünglich geschrieben von ☯ Loke ᛁᚾᚲᚨᚱᚾᚨ ▲:
Ursprünglich geschrieben von The Renderer:
Do you have a screenshot? I don't really understand your description of the issue.

Here is the picture https://ibb.co/W0Nw1xZ

Subdevision is not creating edges, just vertices.

It wont let me take a screen shot in steam, instead it just renders. F12
On the screenshot I can see that the middle edge doesnt have the same number of verticies as the outer right edge...this could be the issue here.

Yea i replicated it, when you subdivide the first face x times and then tried to do the adjacent it creates a big n-gon instead of proper subdivisions because the existing edges have different ammount of verticies.
https://i.imgur.com/cIsZSLS.gif
So you basicly start with an N-Gon and get a more subdivided N-gon... kinda works as expected .
Zuletzt bearbeitet von *P0P$*FR3$H3NM3Y3R*; 15. März 2023 um 12:52
Ah I see. That is not a bug.

What is happening is that the specific face you want to subdivide there cannot be subdivided evenly because it is an n-gon (more than 4 sides), so it subdivides all the surrounding edges only, instead.

If you want to subdivide n-gons, you have to do it manually, using the knife tool or "j" to add an edge between two selected vertices.

Edit: Pops was faster but I'll leave it here anyways since my explanation is better :P
Zuletzt bearbeitet von The Renderer; 15. März 2023 um 12:53
Yeah... If you need this kinda of shape you can subdivide the whole cube once, then select the individual faces and 'disconnect' them in advance (y key to separate) and then subdivide them individually.
https://i.imgur.com/NCUdrIk.gif
However you get an unconnected mesh then , and a remove doubles operation to weld it will introduce n-gons again.
Not exclusive to blender tho. This is a topological issue that can't be solved mathematicly without introducing triangles. (under the hood it does triangles but presents them as an Ngon in the viewport)
Ursprünglich geschrieben von The Renderer:
Ah I see. That is not a bug.

What is happening is that the specific face you want to subdivide there cannot be subdivided evenly because it is an n-gon (more than 4 sides), so it subdivides all the surrounding edges only, instead.

If you want to subdivide n-gons, you have to do it manually, using the knife tool or "j" to add an edge between two selected vertices.

Edit: Pops was faster but I'll leave it here anyways since my explanation is better :P


Ursprünglich geschrieben von *P0P$*FR3$H3NM3Y3R*:
Not exclusive to blender tho. This is a topological issue that can't be solved mathematicly without introducing triangles. (under the hood it does triangles but presents them as an Ngon in the viewport)

I could of swore there was a time when , i could just click any face at all and I could sub devide it if i wanted to. unless i am not remembering correctly.

Like any face beside any face without limit and it would match up with the sub devided faces around it.

Like you could add a subdivision anywhere without separating the face from the mesh first.

I don't understand why i am getting vertices i didn't ask for and not the edges i want

https://ibb.co/nm02wj1

What I want and could get in the past.

https://ibb.co/HpBbZVL

I am willing to swear on the lifes of my loved ones i used to be able to do it in the past where i could insert a sub devide almost anywhere, without having to separate the face first.
Zuletzt bearbeitet von ☯ Icy ᚱᛖᛞ ᛊᛟᛞᚨ▲; 16. März 2023 um 5:19
You can still do what you posted in picture 2:
https://i.imgur.com/ldG5SG5.gif

However this only work in the first step, subdivisions further down the line will create the N-Gons as the number of starting verticies doesn't match anymore.

It will still work with faces that arent direct neighbors of subdivided ones, since only adjacent/ connected verts are checked by blender.
https://i.imgur.com/s4kJpmV.gif
Zuletzt bearbeitet von *P0P$*FR3$H3NM3Y3R*; 16. März 2023 um 5:47
Ursprünglich geschrieben von *P0P$*FR3$H3NM3Y3R*:
You can still do what you posted in picture 2:
https://i.imgur.com/ldG5SG5.gif

However this only work in the first step, subdivisions further down the line will create the N-Gons as the number of starting verticies doesn't match anymore.

It will still work with faces that arent direct neighbors of subdivided ones, since only adjacent/ connected verts are checked by blender.
https://i.imgur.com/s4kJpmV.gif

when did this become a thing ? and thank you for explaining!
Probably when BMesh was introduced in 2.63, tho I am not sure if it worked different in pre BMesh era.
Ursprünglich geschrieben von *P0P$*FR3$H3NM3Y3R*:
Probably when BMesh was introduced in 2.63, tho I am not sure if it worked different in pre BMesh era.

its a big change for me, I have dabbled in blender on and off over the years, sometimes going years without using it and then wondering why the big change lol
Zuletzt bearbeitet von ☯ Icy ᚱᛖᛞ ᛊᛟᛞᚨ▲; 16. März 2023 um 7:53
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