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If I create a symmetric object without the mirror modifier, the triangularizations of the mesh aren't symmetric during rendering.

Is this a feature or bug ?

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  • 2
    $\begingroup$ Could you include some screenshots of such model? And some description about how did you create that symmetric object? $\endgroup$ – Mr Zak Aug 31 '17 at 21:46
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First of all, why do you care? It shouldn't affect the shading at all, since the triangles will still be coplanar.

And I would say it's neither a feature nor a bug, since it probably wasn't planned but doesn't really matter one way or the other. (Of course, if it must be triangulated a certain way, you can always triangulate it yourself.)

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  • $\begingroup$ The shading is affected really. But if I manually triangulate I can check that the tris were symmetric. I didn't think this idea. $\endgroup$ – Valerio Aug 31 '17 at 23:08
  • $\begingroup$ Yes, but there is a big problem with subdivision surfaces $\endgroup$ – Valerio Aug 31 '17 at 23:27
  • $\begingroup$ Hm. How can you tell it's triangulated wrong during rendering? Are you using the Wireframe node in Cycles? $\endgroup$ – SilverWolf Sep 1 '17 at 12:17
  • $\begingroup$ I see this using flat shading. You can see triangles of slightly different colors in non planar ngons. $\endgroup$ – Valerio Sep 7 '17 at 21:42
  • $\begingroup$ Non-planar ngons? I would definitely convert those to tris or quads manually—they can mess you up in all sorts of ways. $\endgroup$ – SilverWolf Sep 8 '17 at 14:10
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You can use a Triangulate Modifier before the Mirror Modifier and the Subsurface could go before the Triangulation Modifier. But normally if you just use high enough subdivision level it shouldn't matter either

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  • $\begingroup$ Maybe the tool Poke Faces is the solution. Apply Mirror, then Subdivision, then Poke Faces. $\endgroup$ – Valerio Sep 1 '17 at 6:32
  • $\begingroup$ but sadly there is no Modifier for it so it can't be used on animated meshes and other deforming things that easily $\endgroup$ – HenrikD Sep 1 '17 at 6:52

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