Wrong UV after Vertex Slide or moving mesh with Correct Face Attributes #109278

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opened 2023-06-23 11:26:57 +02:00 by Jan Javůrek · 3 comments

System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98

Blender Version
Broken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: e1ccd9d4a1d3
Worked: unknown

Short description of error
After Vertex Slide with "Correct UV" checked, or after moving mesh with "Correct Face Attributes" UV mapping is wrong. Vertices in UV get split and wrongly offset.

Exact steps for others to reproduce the error

Example 1

  1. Open attached Blend file
    wrong_uv.blend
  2. Locate objects plane01_small and plane01_larger. They are identical models with the same UVs. Just one is slightly smaller and one larger and they have different position.
    image
  3. Now we will be vertex sliding this vertex to the diagonal one with snapping on vertex on (see picture) with "Correct UV" checked. See that the larger model has UV correct, but the smaller one has wrong UV after the vertex slide
    image
  4. now go back (Undo) and lets try grab/move with snapping instead of vertex slide. Be sure to have checked ON "Correct Face Attributes" and "Keep Connected" in Tool Settings/Option - see picture. Now UVs are wrong in both cases
    image

Example 2:

  1. Lets look at plane02_01 and plane02_02. They are totally identical duplicated objects (not instances) just with different position.
    image
  2. Vertex slide works OK in both cases here, so lets try Grab/move with vertex snapping and "Correct Face Attributes" + "Keep Connected" ON again. Here result UVs are OK in case of plane01_02 but wrong in case of plane01_01
    image
**System Information** Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98 **Blender Version** Broken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: `e1ccd9d4a1d3` Worked: unknown **Short description of error** After Vertex Slide with "Correct UV" checked, or after moving mesh with "Correct Face Attributes" UV mapping is wrong. Vertices in UV get split and wrongly offset. **Exact steps for others to reproduce the error** Example 1 1) Open attached Blend file [wrong_uv.blend](/attachments/73680d59-6eaa-4605-b2a0-ede86090943f) 2) Locate objects plane01_small and plane01_larger. They are identical models with the same UVs. Just one is slightly smaller and one larger and they have different position. ![image](/attachments/09de81e0-8970-4e95-8505-513dd6a8f20e) 3) Now we will be vertex sliding this vertex to the diagonal one with snapping on vertex on (see picture) with "Correct UV" checked. See that the larger model has UV correct, but the smaller one has wrong UV after the vertex slide ![image](/attachments/e76554bc-ac8e-49d5-8e4f-14dc64c8eb84) 4) now go back (Undo) and lets try grab/move with snapping instead of vertex slide. Be sure to have checked ON "Correct Face Attributes" and "Keep Connected" in Tool Settings/Option - see picture. Now UVs are wrong in both cases ![image](/attachments/fe5eca9b-8d98-4444-9fb1-3c3cd832b828) Example 2: 1) Lets look at plane02_01 and plane02_02. They are totally identical duplicated objects (not instances) just with different position. ![image](/attachments/bbf7a222-d847-47fd-9d00-ee5011fe4f0a) 2) Vertex slide works OK in both cases here, so lets try Grab/move with vertex snapping and "Correct Face Attributes" + "Keep Connected" ON again. Here result UVs are OK in case of plane01_02 but wrong in case of plane01_01 ![image](/attachments/88821565-a241-42d2-a9a9-c4310c449cd6)
Jan Javůrek added the
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labels 2023-06-23 11:26:58 +02:00
Iliya Katushenock added the
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UV Editing
labels 2023-06-23 12:39:37 +02:00

I was able to reproduce only with plane01_small and plane01_larger. Doesn't seem to me there should be any floating point errors at this scale.

I was able to reproduce only with plane01_small and plane01_larger. Doesn't seem to me there should be any floating point errors at this scale.
Richard Antalik added
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Modeling
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Confirmed
and removed
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Needs Triage
labels 2023-06-23 21:49:44 +02:00
Author

In the last picture I was wrongly refering to plane02 as to 01...but I hope it was obvious.

Anyway I tried on different PC witn Blender 3.4.1 and I was able to replicate even the Example 2. ...plane02_01 has wrong UV when the middle vertex is moved with vertex snapping to the top vertex while having "Correct Face Attributes" + "Keep Connected". Interesting is that on plane02_01 the vertex normal gets totally disoriented, while at plane 02_02 it stays +- ok...also UVs are ok there

obrazek

In the last picture I was wrongly refering to plane02 as to 01...but I hope it was obvious. Anyway I tried on different PC witn Blender 3.4.1 and I was able to replicate even the Example 2. ...plane02_01 has wrong UV when the middle vertex is moved with vertex snapping to the top vertex while having "Correct Face Attributes" + "Keep Connected". Interesting is that on plane02_01 the vertex normal gets totally disoriented, while at plane 02_02 it stays +- ok...also UVs are ok there ![obrazek](/attachments/935a4163-47d3-4c90-8155-5efc96ed1e94)

Repro here in a debug build.

Not yet "confirmed in debugger"

Perhaps check #tc_mesh_customdatacorrect_find_best_face_substitute ?

Fix is non-obvious, be sure to test with subD meshes and see also #45096

Repro here in a debug build. Not yet "confirmed in debugger" Perhaps check #tc_mesh_customdatacorrect_find_best_face_substitute ? Fix is non-obvious, be sure to test with subD meshes and see also #45096
Bart van der Braak added
Type
Bug
and removed
Type
Report
labels 2024-08-14 13:11:27 +02:00
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Reference: blender/blender#109278
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