UV operations skipped in alpha when using texture coordinate node. #104730
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Reference: blender/blender#104730
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System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: AMD Radeon (TM) R9 390 Series ATI Technologies Inc. 4.5.14800 Core Profile Context 22.10.1 31.0.12019.16007
Blender Version
Broken: version: 3.5.0 Alpha, branch: main, commit date: 2023-02-14 02:26, hash:
46c34ba1f666
Worked: (newest version of Blender that worked as expected)
Short description of error
UV math operations made in geometry nodes are skipped when using texture coordinate node.
Exact steps for others to reproduce the error
Take UV from any geometry nodes primitive, and store it, try to do vector math on connection between Store Named Attribute and UV output from primitive.
Are you sure you can access the UV attribute this way? This seems to be how you get the active attribute, but not yours.
I looked into it some. What happens is this:
As soon as you conenct something to the UVMap output socket of the cube node, the cube node creates an anonymous UV attribute. Because there is no UVMap yet, this will be set as the 'active' and the 'render' UVMap.
In the example above the UV map is saved to 'UVMap', but because there already is a (invisible, anonymous) UV map it doesn't get set as the 'render' or 'active' map, amd the hidden uvmap still gets used.
Anonymous attributes can be active?
Well since 3,5 I sort of can I thought that this is new feature with some issues.
Sure, they're just customdata layers with a weird name ;-)
Can confirm.