Regression: edge crease lost after a texture paint stroke (modifiers present) #105912
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Reference: blender/blender#105912
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System Information
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24
Blender Version
Broken: version: 3.4.1, branch: blender-v3.4-release, commit date: 2022-12-19 17:00, hash:
rB55485cb379f7
Worked: 3.3 LTS
This started with
a8a454287a
.It then saw some fixes (including
57ea827bfb
which made normals "correct" again just entering texture paint mode -- but still left the normals "incorrect" after a stroke)Short description of error
When painting the texture the crease edge will lapse in texture paint mode.
Exact steps for others to reproduce the error
1 Add some crease edges.
2 Add mirror and subdivision modifier.
3 Paint txture in texture paint mode.
Closing the mirror it becomes normal but I don't kown the reason.
Object in object mode and It displays normally
When painting the texture the crease edge will lapse.
Can confirm, will check.
This started with
a8a454287a
.It then saw some fixes (including
57ea827bfb
which made normals "correct" again just entering texture paint mode -- but still left the normals "incorrect" after a stroke)CC @HooglyBoogly
CC @ideasman42
When painting the texture the crease edge will lapse in texture paint mode.to Regression: edge crease lost after a texture paint stroke (modifiers present)The problem here is
proj_paint_state_mesh_eval_init
, which reevaluates the mesh if the existing evaluated mesh doesn't have the necessary data, but doesn't request the typical attribute and crease data.This replaces the evaluated mesh with an incorrect one that doesn't contain any attributes.
I think the fix is to just copy the extra custom data masks from
BKE_object_handle_data_update
to be used in texture paint. This whole system doesn't work very well when attributes can be needed for arbitrary things during evaluation though.We should get rid of
mesh_get_eval_final
and just get the evaluated mesh from the depsgraph, as re-evaluating a mesh to get an additional attribute doesn't really work anymore. Of course still need to check if the attributes are guaranteed to be there by the depsgraph evaluation.This should have been done as part of the 2.80 depsgraph changes, but no one got around to it.
Hans Goudey referenced this issue2023-03-27 18:32:26 +02:00
I looked into removing it here: #106186