edge split/separate with keeping normals
It would be nice and quicker to have improved or additional edge split/separate function that keeps the normals, so the shading does not break up, like in the example. For simple objects it would be quite easier an faster than working with extra loopcuts or copy normal data via modifier.
5 Comments
I think possibility to lock normals (with inheriting after splits) will be good soluti..
I'm not sure when this was posted but this patch developer.blender.org/rB93c8955a722ba3f2022b92a2f8befaadc467756a solved the issue for some operators in edit mesh.
It works for the Split operator if you already have Custom Split Mesh Normals (either by simply adding them in the mesh properties or by applying a Normal Edit modifier.)
You can then Separate the unconnectd mesh island to a new object and have the smooth normals between them.
It would be nice though to have this working directly with the Sepparate operator , in a single step.
Custom normals should be kept if possible... should this not be a bug?
This makes sense. I guess I will be making a proposal for blender soon, regarding the use of macros.
In image editors, this acts like combining a number of steps into one button created/composed by the user.
Add an Edit Normal modifier?