Geometry Node: Sculpt mode doesn't cause update due to editing #103871
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Reference: blender/blender#103871
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SIMPLE REPORT:
System Information
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56
Blender Version
Broken: version: 3.5.0 Alpha, branch: master, commit date: 2023-01-08 22:09, hash:
e7a554e551
Worked: Never
Short description of error
Objects with geometry nodes do not update if dependent on the object that is currently being sculpted.
2023-01-14 13-13-37.mp4
Exact steps for others to reproduce the error
Object Info
, choose other one cube, connect geometry to group output.Cube with geometry node does not according to sculpted one
USER REPORT:
System Information
Operating system: Windows 10 Pro
Graphics card: Geforece RTX 2080
Blender Version
Broken: 3.4.1 Stable
Worked: not sure
Geometry nodes network is not updating when in sculpt mode. It's updating fine when in edit mode.
I have nodes basically adding differences in point positions from one mesh to another -
sculpt_mode_update.blend
Create an object(=A) and add a geometry nodes modifier
Duplicate the object(=B), and use it's object info in the first objects geometry node
Connect object B geometry, position and ID into a sample index node, sampling a vector on a point
Subtract the vector coming from the sample index from object A's position
Connect the result to the offset
Try moving verts on object B in edit mode and see object A updating
Try moving verts on object B in sculpt mode. Object A is only updating when switching from sculpt mode back to object mode.
Based on the default startup or an attached .blend file (as simple as possible).
Added subscriber: @dan2
geometry nodes sculpt mode updateto Geometry Node: Sculpt mode doesn't cause update due to editingAdded subscriber: @mod_moder
Hello. After looking into this a bit, it seems that all modifiers ignore actions in sculpt mode. Most likely, it's just some kind of limitation.
Do they? Several modifiers do update just fine in sculpt mode, from subdivision surface over wireframe to bevel.
I've also used several geo nodes setups in sculpt mode without issues.
It is worth considering that different groups of modifiers have real technical meaning.
If you're just deforming the geometry, then it's easier than interpreting the sculpt for the generators.
So yeah, there's a lot to think about...
Absolutely, I understand this to be a complex subject.
It may be worth mentioning that submitting this as a bug report was suggested by Hans Goudey, after I asked about it on a community forum.
link to the forum thread
Well, I'm not sure about other modifiers, but geometry nodes worked like that back in 3.1
Some nodes in geometry nodes, that is. Depending on the nodes used, updating seems to be working fine.
I think I get it now, it's just about how and when the object info is passed along in the modfier.
Just my two cents here, but since this can have a common use case of deforming a mesh in sculpt mode, and at the same time seeing the scalp mesh and groom updating, I'd say this might be worth looking into further.
Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Added subscriber: @HooglyBoogly
I don't think this is the intended behavior, but I think it points to a deeper architectural flaw in Blender.
The behavior can be fixed with this change:
That will have a performance impact though. It seems like this
BKE_sculptsession_use_pbvh_draw
is in the wrong place. I think we should be able to do a fullID_RECALC_GEOMETRY
depsgraph update, which should only end up being expensive if there are modifiers or other objects depending on the data. The depsgraph reevaluation might be slow or it might be fast, that would depend on other factors.I'm guessing Sergey or Brecht would have thought about this in the past, I'm curious about their opinions here.