Inactive geometry dependencies preventing snapping between objects #113087

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opened 2023-09-30 16:32:52 +02:00 by Patrick-Poon · 8 comments

System Information
Operating system: Windows-10-10.0.18363-SP0 64 Bits
Graphics card: GeForce 920MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75

Blender Version
Broken: version: 3.6.1, branch: blender-v3.6-release, commit date: 2023-07-17 12:50, hash: 8bda729ef4dc
Worked: (newest version of Blender that worked as expected)

Short description of error
I tried to use the snap function for the object, say, I used the camera as the object to snap to the vertex on another cube.
However, after using the camera in the object info node, the snap function is lost. Please refer to the attached blender file.

Exact steps for others to reproduce the error

  1. Select the camera and move it by pressing 'g' with the snap function to vertex turned on.
  2. Geometry nodes is setup like the attached blender file.
  3. The camera cannot snap to the vertex of the cube.
  4. Delete the Object Info node or remove the selection of the camera of the node, the snap function recovers.
**System Information** Operating system: Windows-10-10.0.18363-SP0 64 Bits Graphics card: GeForce 920MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75 **Blender Version** Broken: version: 3.6.1, branch: blender-v3.6-release, commit date: 2023-07-17 12:50, hash: `8bda729ef4dc` Worked: (newest version of Blender that worked as expected) **Short description of error** I tried to use the snap function for the object, say, I used the camera as the object to snap to the vertex on another cube. However, after using the camera in the object info node, the snap function is lost. Please refer to the attached blender file. **Exact steps for others to reproduce the error** 1. Select the camera and move it by pressing 'g' with the snap function to vertex turned on. 2. Geometry nodes is setup like the attached blender file. 3. The camera cannot snap to the vertex of the cube. 4. Delete the Object Info node or remove the selection of the camera of the node, the snap function recovers.
Patrick-Poon added the
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labels 2023-09-30 16:32:53 +02:00

I not sure what result if expected, but everything is worked for me.

I not sure what result if expected, but everything is worked for me.
Author

I not sure what result if expected, but everything is worked for me.

Sorry! I have put the wrong file. I 've just changed and uploaded the file with suspected bug.
The camera cannot snap onto the vertex in this setup.

> I not sure what result if expected, but everything is worked for me. Sorry! I have put the wrong file. I 've just changed and uploaded the file with suspected bug. The camera cannot snap onto the vertex in this setup.

@mano-wii i not sure if some ui message is possible in this case, but it look like dependency-cycle protection?

@mano-wii i not sure if some ui message is possible in this case, but it look like dependency-cycle protection?

Objects with modifiers that have a transform or geometry dependency are intentionally ignored in the snap.
This prevents excessive updates and glitches during a transformation.

@mano-wii i'm not sure if some ui message is possible in this case

It could be interesting, but it would need a design.
Note that more than one object can have this type of dependency. And if the object updates during a transformation, it will need to recalculate the geometry and runtime things like boundbox, BVHTree to be identified as under the mouse cursor.


I don't see why there is a dependency in this case where the node is not actually being used.
As a workaround, some cases of false dependency can be identified and ignored by the transform operator itself. (See BA_SNAP_FIX_DEPS_FIASCO).

Although this issue has been reported before (see #54241). As this case is more evident, I am confirming the report as Known Issue.

Objects with modifiers that have a transform or geometry dependency are intentionally ignored in the snap. This prevents excessive updates and glitches during a transformation. > @mano-wii i'm not sure if some ui message is possible in this case It could be interesting, but it would need a design. Note that more than one object can have this type of dependency. And if the object updates during a transformation, it will need to recalculate the geometry and runtime things like boundbox, BVHTree to be identified as under the mouse cursor. --- I don't see why there is a dependency in this case where the node is not actually being used. As a workaround, some cases of false dependency can be identified and ignored by the transform operator itself. (See `BA_SNAP_FIX_DEPS_FIASCO`). Although this issue has been reported before (see #54241). As this case is more evident, I am confirming the report as Known Issue.
Germano Cavalcante changed title from The "snap during transform" is lost when the object is used in the "object info" node of geometry nodes to Inactive geometry dependencies preventing snapping between objects 2023-10-02 15:46:53 +02:00

I don't see why there is a dependency in this case where the node is not actually being used.

It's known limitation, to deduce if node is not used, in general case, we have to actually comput modifier. This cause issues with dependency graph interface. See: #102881. And: #105098 (comment)

> I don't see why there is a dependency in this case where the node is not actually being used. It's known limitation, to deduce if node is not used, in general case, we have to actually comput modifier. This cause issues with dependency graph interface. See: https://projects.blender.org/blender/blender/issues/102881. And: https://projects.blender.org/blender/blender/issues/105098#issuecomment-912837
Author

Well, it is actually not an inactive geometry. Originally, the object info node was connected to the selection of the delete geometry node for deleting the points which is supposed it is snapped to.
However, just because I found the snapping function also didn't work after disconnecting from all nodes. Thus, I just remained the isolated node as if it is inactive.
I wanted to say it doesn't snap for both active(connected) and inactive case(disconnected).

Well, it is actually not an inactive geometry. Originally, the object info node was connected to the selection of the delete geometry node for deleting the points which is supposed it is snapped to. However, just because I found the snapping function also didn't work after disconnecting from all nodes. Thus, I just remained the isolated node as if it is inactive. I wanted to say it doesn't snap for both active(connected) and inactive case(disconnected).

just to illustrate the issue which I just stumbled across:

just to illustrate the issue which I just stumbled across: <video src="/attachments/c95548d9-1cb5-43d3-afcb-57c64b91b386" title="113087.mov" controls ></video>
1.4 MiB

@BlenderBruno, the problem you show is more related to false dependencies than to the snap system directly.

The snap system is simple and straightforward, if the geometry of the target does not change when transforming the other object, then it can be used as target for snapping.

The problem you described is more related to:
#101615: Geometry Nodes Object Group input does not remove dependencies
#102327: Geometry nodes/modifiers: separate system influence to another GN performance (like invisible link). Performance drop

@BlenderBruno, the problem you show is more related to false dependencies than to the snap system directly. The snap system is simple and straightforward, if the geometry of the target does not change when transforming the other object, then it can be used as target for snapping. The problem you described is more related to: #101615: Geometry Nodes Object Group input does not remove dependencies #102327: Geometry nodes/modifiers: separate system influence to another GN performance (like invisible link). Performance drop
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Reference: blender/blender#113087
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