Sculpt: Initialize Face Sets by Face Set Boundaries not working properly #101097

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opened 2022-09-15 18:32:27 +02:00 by TheRedWaxPolice · 10 comments

System Information
Operating system: Win 10

Blender Version
Broken: blender-3.4.0-alpha+master.4bbb043bc57f-windows.amd64-release
Worked: Couple builds ago, I believe? My gut is telling me before this committ: ee23f0f3fb 🤔

Short description of error
When you hide parts of a mesh in a way that the visible parts are separate in islands, if you then initialize face sets by "face set boundaries", it is suppose to give each separate island a different face set, but instead it is just applying a face set on the entire mesh...

Exact steps for others to reproduce the error
File/New/Sculpting
Box hide tool and hide parts of the mesh
Face Sets/Initialize Face Sets/By Face Set Boundaries
See the result

In the video: Left = Broken, Right = Expected result

blender_2022-09-15_17-03-02.mp4

**System Information** Operating system: Win 10 **Blender Version** Broken: blender-3.4.0-alpha+master.4bbb043bc57f-windows.amd64-release Worked: Couple builds ago, I believe? *My gut is telling me before this committ:* ee23f0f3fb 🤔 **Short description of error** When you hide parts of a mesh in a way that the visible parts are separate in islands, if you then initialize face sets by "face set boundaries", it is suppose to give each separate island a different face set, but instead it is just applying a face set on the entire mesh... **Exact steps for others to reproduce the error** File/New/Sculpting Box hide tool and hide parts of the mesh Face Sets/Initialize Face Sets/By Face Set Boundaries See the result In the video: Left = Broken, Right = Expected result [blender_2022-09-15_17-03-02.mp4](https://archive.blender.org/developer/F13496268/blender_2022-09-15_17-03-02.mp4)

Added subscriber: @TheRedWaxPolice

Added subscriber: @TheRedWaxPolice
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Added subscriber: @HooglyBoogly

Added subscriber: @HooglyBoogly
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Thanks for the report.

I don't fully understand the logic behind this. There are no face sets before the operator runs, and if there were already face sets, initializing them with their own boundaries seems like it wouldn't do anything.
I guess the way this worked was a function of the way negative face set values indicated hidden faces, which isn't the case anymore.

We'll definitely have to find a way to keep the functionality, I think different naming might make more sense though.

Thanks for the report. I don't fully understand the logic behind this. There are no face sets before the operator runs, and if there were already face sets, initializing them with their own boundaries seems like it wouldn't do anything. I guess the way this worked was a function of the way negative face set values indicated hidden faces, which isn't the case anymore. We'll definitely have to find a way to keep the functionality, I think different naming might make more sense though.

@HooglyBoogly That functionality is extremely useful and yes, the naming is a little weird..
In other software, that functionality is usually associated with the other one "By Loose Parts". So if the visible "loose" islands are not connected by vertices or even if they are connected by vertices but just separated by visibility, the result is the same, it always apply a different face set to each island.
Could it be done here, can this function be merged to the "By Loose Parts" and behave that way? That would make much more sense..

@HooglyBoogly That functionality is extremely useful and yes, the naming is a little weird.. In other software, that functionality is usually associated with the other one "By Loose Parts". So if the visible "loose" islands are not connected by vertices or even if they are connected by vertices but just separated by visibility, the result is the same, it always apply a different face set to each island. Could it be done here, can this function be merged to the "By Loose Parts" and behave that way? That would make much more sense..
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I assume "By Loose Parts" takes into account visibility. Or at least it should anyway, so it probably makes sense to merge them. I'll look into that today

I assume "By Loose Parts" takes into account visibility. Or at least it should anyway, so it probably makes sense to merge them. I'll look into that today
Hans Goudey self-assigned this 2022-09-15 19:16:21 +02:00
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Added subscriber: @JulienKaspar

Added subscriber: @JulienKaspar
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I'd advise agains merging "by Loose Islands" and "by Face Set Boundaries" if that's what you mean. These operations are not for the same use case.

Loose islands is used to create a new face set per dsiconnected mesh island.
Face Set Boundaries will instead create a unique face set out every loose face set island. It's a great way to separate each loose face set instead of each loose island.
Here's an example: https://youtu.be/XT7h6lmE5bc?t=2947

But I agree that these operators should take visibility into account. All intialise operators should only run on visible geometry IMO.
Right now they will run on the whole mesh, no matter the visibility, which gives the user less control to create new face sets.

I'd advise agains merging "by Loose Islands" and "by Face Set Boundaries" if that's what you mean. These operations are not for the same use case. Loose islands is used to create a new face set per dsiconnected mesh island. Face Set Boundaries will instead create a unique face set out every loose face set island. It's a great way to separate each loose face set instead of each loose island. Here's an example: https://youtu.be/XT7h6lmE5bc?t=2947 But I agree that these operators should take visibility into account. All intialise operators should only run on visible geometry IMO. Right now they will run on the whole mesh, no matter the visibility, which gives the user less control to create new face sets.
Member

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Member

Makes sense. I didn't think of non-contiguous face sets above.

With a231637fae, the loose islands option takes visibility into account. We could go further and skip hidden faces completely, but I think the main problem in this task is resolved.

Makes sense. I didn't think of non-contiguous face sets above. With a231637fae, the loose islands option takes visibility into account. We could go further and skip hidden faces completely, but I think the main problem in this task is resolved.
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Reference: blender/blender#101097
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