Instancing. Visibility of instances should not be taken from the source. #105702

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opened 2023-03-12 21:06:29 +01:00 by Pete Bateman · 9 comments

UBuntu 20.04, RTX3090

Blender - 3.4

Broken: All versions

The visibility status of instances is taken from the visibility status of the source geometry. The only way to remove the source from the viewport is to hide it. Which is undone the moment you hit alt-h for any reason.

Exact steps for others to reproduce the error
Add a grid. Parent the default cube to the grid. Enable instancing on the grid. The source/child object remains visible. Outliner-> disable in viewport. Watch your instances disappear along with the source.

UBuntu 20.04, RTX3090 Blender - 3.4 Broken: All versions The visibility status of instances is taken from the visibility status of the source geometry. The only way to remove the source from the viewport is to hide it. Which is undone the moment you hit alt-h for any reason. Exact steps for others to reproduce the error Add a grid. Parent the default cube to the grid. Enable instancing on the grid. The source/child object remains visible. Outliner-> disable in viewport. Watch your instances disappear along with the source.
Pete Bateman added the
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labels 2023-03-12 21:06:30 +01:00

This is expected behavior, isn't it?

This is expected behavior, isn't it?
Author

In the sense that this is how it's always been done, yes. In the sense that it's not at all useful, annoying and illogical, no.

In the sense that this is how it's always been done, yes. In the sense that it's not at all useful, annoying and illogical, no.
Author

It's not even internally consistent behavior -

Currently the source and instances settings produce different results -

Source visibility follows this logic -
Screenshot from 2023-03-13 12-37-48.png

Instance visibility follows this logic -
Screenshot from 2023-03-13 12-38-14.png

Whereas both could just follow the same logic leaving the whole thing so much more easy to control.
Screenshot from 2023-03-13 12-38-27.png

It's not even internally consistent behavior - Currently the source and instances settings produce different results - Source visibility follows this logic - ![![Screenshot from 2023-03-13 12-37-48.png](/attachments/a6ffb231-6db8-4ea5-9367-325615ca382a)](https://) Instance visibility follows this logic - ![![Screenshot from 2023-03-13 12-38-14.png](/attachments/49dcf975-de03-4938-bc12-34248f64c0b4)](https://) Whereas both could just follow the same logic leaving the whole thing so much more easy to control. ![![Screenshot from 2023-03-13 12-38-27.png](/attachments/c1650665-d590-4687-9878-8040a7d6b671)](https://)

You can do this if you think it's important. But if it's not a regression, then it's not a bug. And also, given #105321 , is this not a priority?

You can do this if you think it's important. But if it's not a regression, then it's not a bug. And also, given https://projects.blender.org/blender/blender/issues/105321 , is this not a priority?
Blender Bot added
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Archived
and removed
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Needs Triage
labels 2023-03-13 14:15:11 +01:00
Author

So we're proposing to completely disable the only method that allows us to instance lights?

So we're proposing to completely disable the only method that allows us to instance lights?

You can still instantiate objects and collections. Just don't treat it as geometry.

You can still instantiate objects and collections. Just don't treat it as geometry.
Author

I'm not clear on how this is helping. I can currently create one light, instance it on a grid, then extrude or delete vertices as I like.

The only problem being that I have no effective control over weather the source appears in the viewport or the render, or not. Hence this post.

Remove this and I have to manually duplicate and place each one individually. You can't array lights, you can't use them in geometry nodes that I'm aware of.

This all seems like a regressive step to me. Unless there is some other method I just haven't discovered yet?

I'm not clear on how this is helping. I can currently create one light, instance it on a grid, then extrude or delete vertices as I like. The only problem being that I have no effective control over weather the source appears in the viewport or the render, or not. Hence this post. Remove this and I have to manually duplicate and place each one individually. You can't array lights, you can't use them in geometry nodes that I'm aware of. This all seems like a regressive step to me. Unless there is some other method I just haven't discovered yet?
Author

Nice. Thanks for this.

Nice. Thanks for this.
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Reference: blender/blender#105702
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