linograndiotoy wrote:Hi,
It looks like we may have a problem wit objects whose normals have been edited.
Load the scene and rotate the view. You'll notice the shading will not be constant as defined by the normal editing.
This happens in previous versions as well.
I've used the Toon Material so to make the fact more evident.
The vertex normals are coplanar to the polygon surface, i.e. are invalid. In those cases a filter comes into play that tries to fix artifacts caused by smooth normals that diverge too much from the face normal and are viewed from glancing angles. This filter takes the viewing angle into account and makes the "fixed" smooth/shading normals view dependent. In your case the vertex normals are so far off that there is nothing that can be done anyway.
-> It's not a bug but a feature.