Projected sculpting deadzone around meshes while in orthographic views (fixed in main, request to backport to LTS) #114085

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opened 2023-10-24 03:11:15 +02:00 by Thomas Barlow · 2 comments
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System Information
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40

Blender Version
Broken: version: 3.6.5, branch: blender-v3.6-release, commit date: 2023-10-16 14:30, hash: cf1e1ed46b7e
and 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: e1ccd9d4a1d3.
Worked: 3.4.1, branch: blender-v3.4-release, commit date: 2022-12-19 17:00, hash: rB55485cb379f7,
4.0.0 Alpha, branch: main, commit date: 2023-07-25 19:23, hash: aebc743bf1c7
and 4.1.0a

was already reported/handled in #109555
request to backport 7f256e0d33 / 3004198866 / 0b01b7c1fa

Short description of error
While in an axis-aligned orthographic view (top/bottom/front/back/left/right with any amount of camera roll) and sculpting with a Projected falloff tool, there is a deadzone surrounding the mesh where mouse inputs will have no effect on the mesh. Sculpting within the mesh's bounding box or outside the deadzone works as expected.

The deadzone when using a top orthographic view has been roughly indicated by using an extra red mesh placed below the mesh being sculpted.
image

The deadzone size does not change with the camera zoom level, so when sculpting large meshes, the deadzone will be small in comparison to the mesh and when sculpting small meshes, the deadzone will be large in comparison to the mesh.

The cube here is a 1m cube:
image

Exact steps for others to reproduce the error

  1. Open the attached .blend, it is already in orthographic top view and in sculpt mode with the Grab tool set to constant Projected falloff
  2. Click and drag the mouse cursor within the red area of the screen and outside the mesh's bounding box
  3. Observe the mesh is unaffected by the sculpting
  4. Click and drag the mouse cursor just outside the red area
  5. Observe sculpting works as expected
  6. Undo because moving the mesh moves the deadzone
  7. Click and drag the mouse cursor in the red area that is within the mesh's bounding box
  8. Observe sculpting works as expected
**System Information** Operating system: Windows-10-10.0.19045-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40 **Blender Version** Broken: version: 3.6.5, branch: blender-v3.6-release, commit date: 2023-10-16 14:30, hash: `cf1e1ed46b7e` and 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: `e1ccd9d4a1d3`. Worked: 3.4.1, branch: blender-v3.4-release, commit date: 2022-12-19 17:00, hash: `rB55485cb379f7`, 4.0.0 Alpha, branch: main, commit date: 2023-07-25 19:23, hash: `aebc743bf1c7` and 4.1.0a was already reported/handled in #109555 request to backport 7f256e0d33 / 300419886687ecaebb900da743457f885a03ce4c / 0b01b7c1fadd179807b251fd7ed580aea57632b8 **Short description of error** While in an axis-aligned orthographic view (top/bottom/front/back/left/right with any amount of camera roll) and sculpting with a Projected falloff tool, there is a deadzone surrounding the mesh where mouse inputs will have no effect on the mesh. Sculpting within the mesh's bounding box or outside the deadzone works as expected. The deadzone when using a top orthographic view has been roughly indicated by using an extra red mesh placed below the mesh being sculpted. ![image](/attachments/3afc6ecb-b5d9-4689-a781-3c68b98db869) The deadzone size does not change with the camera zoom level, so when sculpting large meshes, the deadzone will be small in comparison to the mesh and when sculpting small meshes, the deadzone will be large in comparison to the mesh. The cube here is a 1m cube: ![image](/attachments/0f6a402f-a947-462c-9f68-b57a21a935f8) **Exact steps for others to reproduce the error** 1. Open the attached .blend, it is already in orthographic top view and in sculpt mode with the Grab tool set to constant Projected falloff 2. Click and drag the mouse cursor within the red area of the screen and outside the mesh's bounding box 3. Observe the mesh is unaffected by the sculpting 4. Click and drag the mouse cursor just outside the red area 5. Observe sculpting works as expected 6. Undo because moving the mesh moves the deadzone 7. Click and drag the mouse cursor in the red area that is within the mesh's bounding box 8. Observe sculpting works as expected
Thomas Barlow added the
Priority
Normal
Type
Report
Status
Needs Triage
labels 2023-10-24 03:11:16 +02:00
Member

This seems to be problematic, was already reported/handled in #109555 but apparently still not right.

7f256e0d33 / 3004198866 / 0b01b7c1fa are relevant here

This seems to be problematic, was already reported/handled in #109555 but apparently still not right. 7f256e0d33 / 300419886687ecaebb900da743457f885a03ce4c / 0b01b7c1fadd179807b251fd7ed580aea57632b8 are relevant here
Member

Ah sorry, was testing the wrong brush, so it is working in 4.0.0 onwards, which makes this a request to backport 7f256e0d33 / 3004198866 / 0b01b7c1fa

Ah sorry, was testing the wrong brush, so it is working in 4.0.0 onwards, which makes this a request to backport 7f256e0d33 / 3004198866 / 0b01b7c1fa
Philipp Oeser added
Priority
Normal
and removed
Priority
High
labels 2023-10-24 09:31:57 +02:00
Philipp Oeser changed title from Projected sculpting deadzone around meshes while in orthographic views to Projected sculpting deadzone around meshes while in orthographic views (fixed in main, request to backport to LTS) 2023-10-24 09:32:17 +02:00
Philipp Oeser added this to the 3.6 LTS milestone 2023-10-24 09:32:20 +02:00
Julien Kaspar added
Type
Bug
and removed
Type
Report
labels 2023-12-12 18:06:52 +01:00
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Reference: blender/blender#114085
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