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when toggle format what by license comment
Jul 11, 2023 at 20:23 comment added Markus von Broady In 3.5 an operator was added to make that easier: docs.blender.org/manual/en/3.5/modeling/meshes/editing/face/…
Feb 20, 2021 at 17:00 comment added Robin Betts @MarkusvonBroady.. Vx numbering the same, but we have asked explicitly to use 2,4... not 1,3... and even though we took out our editable edge, the renderer seems to have taken the hint. Everything's triangles to the renderers, so the only thing about non-planar quads, is how closely smooth-shading (based on linearly interpolated normals from tri corners) approximates the curved surface we thought we were making. Not close with long thin tris... visible valleys/peaks along the diagonals of quads... unpredictable interpolation over narrow bevels not coplanar with large adjacent faces, etc.
Feb 20, 2021 at 15:55 vote accept Markus von Broady
Feb 20, 2021 at 15:55 comment added Markus von Broady Nice, thank you very much, it worked like a charm! I wonder how it works, as vertex numbering didn't change, maybe vertices or edges have some orientation property that gets flipped? And while we're at it, do you perhaps have an opinion on twisting quads? Would you consider some angles between opposite edges excessive? i.imgur.com/QwgnpQd.png
Feb 20, 2021 at 12:54 history edited Robin Betts CC BY-SA 4.0
added 886 characters in body
Feb 20, 2021 at 12:16 comment added Robin Betts Ahh, OK, different problem...
Feb 20, 2021 at 11:51 comment added Markus von Broady Thanks! I reuploaded the .blend file with this vertex removed. Still, according to my test, removing it doesn't solve the inconsistencies (it wasn't part of the intersecting surface or any other surface, and I used set origin in center of mass by surface)
Feb 20, 2021 at 11:37 history answered Robin Betts CC BY-SA 4.0