UVs from texture coordinate don't work with UVMap generated from Geonodes #101998

Closed
opened 2022-10-22 17:41:28 +02:00 by Richard Traynor · 13 comments

System Information
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25

Blender Version
Broken: version: 3.3.0, branch: master, commit date: 2022-09-06 15:39, hash: 0759f671ce
Worked: (newest version of Blender that worked as expected)

Short description of error
image.png

Exact steps for others to reproduce the error
Mimic following Geo-node setup, use any image for heightmap in the image node. Then in shader nodes add a texture coordinate node and set to UV as the coords input for a texture. Texture won't map
Use either UV Map node or Attribute node and set it to the UVMap from the mesh data and it works.

**System Information** Operating system: Windows-10-10.0.22621-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25 **Blender Version** Broken: version: 3.3.0, branch: master, commit date: 2022-09-06 15:39, hash: `0759f671ce` Worked: (newest version of Blender that worked as expected) **Short description of error** ![image.png](https://archive.blender.org/developer/F13750007/image.png) **Exact steps for others to reproduce the error** Mimic following Geo-node setup, use any image for heightmap in the image node. Then in shader nodes add a texture coordinate node and set to UV as the coords input for a texture. Texture won't map Use either UV Map node or Attribute node and set it to the UVMap from the mesh data and it works.

Added subscriber: @True-VFX

Added subscriber: @True-VFX

Added subscriber: @mod_moder

Added subscriber: @mod_moder

I think this is the same problem as getting the vertex attribute after the geometry nodes.

No method has yet been designed to set the standard UV in geometry nodes, and the uvs themselves are attributes. That is, they have their own slot.

I think this is the same problem as getting the vertex attribute after the geometry nodes. No method has yet been designed to set the standard UV in geometry nodes, and the uvs themselves are attributes. That is, they have their own slot.

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'

Thanks for the report. Unfortunately the scenario described is too time consuming for us to track down, we require the bug reporter to narrow down the problem.

Normally .blend files can be simplified by removing most objects and disabling settings, until the problem reveals itself more clearly.

If there are many steps to reproduce the problem, please attach a .blend file saved right before the bug occurs, so only a few steps are needed to trigger the bug.

Thanks for the report. Unfortunately the scenario described is too time consuming for us to track down, we require the bug reporter to narrow down the problem. Normally .blend files can be simplified by removing most objects and disabling settings, until the problem reveals itself more clearly. If there are many steps to reproduce the problem, please attach a .blend file saved right before the bug occurs, so only a few steps are needed to trigger the bug.

Added subscriber: @Zeastin

Added subscriber: @Zeastin

Here's a reduced version of this. Blend file attached. Steps to reproduce on own below:

  1. Create geo nodes node tree
  2. Add Grid node (or other primitive that generates a uv map to the uv_map attribute)
  3. Create UV Map
  4. Store uv_map attribute to newly created UV Map name with Store Named Attribute set to Face Corner and Vector
  5. Create a new material, set that material slot to Object instead of Data, then reassign newly created material to that slot
  6. Add in UV Map node set to the created UV Map and preview (should display uv map as created in geo nodes)
  7. Add in Texture Coordinate node and preview UV output socket (should display as black)

Blend File: geo_nodes_uvmap_bug.blend

Here's a reduced version of this. Blend file attached. Steps to reproduce on own below: 1. Create geo nodes node tree 2. Add Grid node (or other primitive that generates a uv map to the uv_map attribute) 3. Create UV Map 4. Store uv_map attribute to newly created UV Map name with Store Named Attribute set to Face Corner and Vector 6. Create a new material, set that material slot to Object instead of Data, then reassign newly created material to that slot 7. Add in UV Map node set to the created UV Map and preview (should display uv map as created in geo nodes) 7. Add in Texture Coordinate node and preview UV output socket (should display as black) Blend File: [geo_nodes_uvmap_bug.blend](https://archive.blender.org/developer/F13834354/geo_nodes_uvmap_bug.blend)

You cannot overwrite a UV map slot. You are changing or creating a vector of only the general attribute. This means that when you try to UV the generated mesh, you will get 0. This task is a duplicate of #85962

You cannot overwrite a UV map slot. You are changing or creating a vector of only the general attribute. This means that when you try to UV the generated mesh, you will get 0. This task is a duplicate of #85962

Maybe I'm misunderstanding something but you can overwrite the data of a UV map of the same name. In the following image (which is of the attached blend file) I have a cube with a geo nodes node tree on it. The geo nodes replace the cube data with a grid and then set the uv_map attribute to an existing UV Map layer by name. In the shader nodes the UV Map node set the correct UV Map displays the correct UVs for a plane (as generated and stored in uv_map), whereas the Texture Coordinate output UV does what you described.
image.png

Maybe I'm misunderstanding something but you can overwrite the data of a UV map of the same name. In the following image (which is of the attached blend file) I have a cube with a geo nodes node tree on it. The geo nodes replace the cube data with a grid and then set the uv_map attribute to an existing UV Map layer by name. In the shader nodes the UV Map node set the correct UV Map displays the correct UVs for a plane (as generated and stored in uv_map), whereas the Texture Coordinate output UV does what you described. ![image.png](https://archive.blender.org/developer/F13834533/image.png)
https://developer.blender.org/T85962#1352197

Oh wait, okay, so the UV Map node is just a fancy attribute node, isn't it? It's a targeted attribute node to load UV Maps but only from the UI. Data wise it'll load any attribute if you can hack it. If you name the UV Map layer, geo node attribute, and UV Map node attribute all to the same thing, but then change the UV Map layer alone it will still display the correct UVs even though the UV layer is named something different. So basically I'm just accessing the attribute that just so happens to be named the same as a UV Map layer and the UV Map node accesses attributes even if they aren't UV Maps. Okay, I think I understand now.

image.png

Oh wait, okay, so the UV Map node is just a fancy attribute node, isn't it? It's a targeted attribute node to load UV Maps but only from the UI. Data wise it'll load any attribute if you can hack it. If you name the UV Map layer, geo node attribute, and UV Map node attribute all to the same thing, but then change the UV Map layer alone it will still display the correct UVs even though the UV layer is named something different. So basically I'm just accessing the attribute that just so happens to be named the same as a UV Map layer and the UV Map node accesses attributes even if they aren't UV Maps. Okay, I think I understand now. ![image.png](https://archive.blender.org/developer/F13834629/image.png)

Closed as duplicate of #85962

Closed as duplicate of #85962
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Reference: blender/blender#101998
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