Regression: Vertex Groups not preserved when Join Geometry node is used #100908
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Reference: blender/blender#100908
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System Information
Operating system: Windows 10
Graphics card: RTX 3090ti
Blender Version
Broken: 3.3
Worked: 3.2.2
Caused by
5d67b52441
Short description of error
Vertex groups are no longer preserved or output when a join geometry node is used.
Exact steps for others to reproduce the error
1.) Add a cube
2.) Edit mode and select all
3.) Create new vertex group and assign. Switch to "Weight Paint" mode to see changes
4.) In Geometry Nodes Editor, create a new node tree.
5.) Add "Extrude Mesh" node and connect.
6.) Add "Join Geometry node" and connect
7.) Connect Geometry from Group Input to "Join Geometry" node
8.) In 3.2, the vertex weights transfer as expected. In 3.3, they do not.
I am aware that the geometry nodes modifier can be applied, and the generic attribute can be converted into a vertex group, however, in some cases, applying the modifier is not desirable. The functionality to adjust vertex weights via the "Capture Attribute" node, and "Vertex Weight" modifiers seems to be completely gone as well. Broken 3_3.blend
I have attached a blend file. In 3.2, the vertex weights will be visible. In 3.3, they will not.
Added subscriber: @austineberhart
Added subscriber: @PratikPB2123
Changed status from 'Needs Triage' to: 'Confirmed'
Checking when it was changed.
Added subscriber: @SteffenD
Added subscriber: @JacquesLucke
git bisect points me to:
5d67b52441
@JacquesLucke ^
(Reverting above commit does solve the issue)
Closed as duplicate of #99197
Added subscriber: @mod_moder
This comment was removed by @mod_moder
Vertex Groups not preserved when Join Geometry node is usedto Regression: Vertex Groups not preserved when Join Geometry node is usedChanged status from 'Duplicate' to: 'Confirmed'
Added subscriber: @HooglyBoogly
At this point this is just a known issue/limitation. The join geometry node creates generic attributes which aren't supported by other areas of Blender.
Eventually we may get a way to store generic float attributes sparsely, where we could get the best of both worlds.
Closed as duplicate of #99197
In addition:
Perhaps when all the parts of blender move to attributes, then something like this D15896 will render the field correctly, even as a result of nodes, and not just drawing in editing process