The Set material node messes up collection visibility in the geometry nodes graph #114681

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opened 2023-11-09 19:36:20 +01:00 by kursad k · 7 comments
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System Information
Operating system: Win 11
Graphics card: RTX 2070

Blender Version
Broken: 368b38be37

Short description of error

Certain nodes makes the node graph to make disabled collections items visible. See the attached video for what is happening.

Exact steps for others to reproduce the error

load the attach .blend
move the set material node on the node graph as seen in the video

**System Information** Operating system: Win 11 Graphics card: RTX 2070 **Blender Version** Broken: 368b38be3720 **Short description of error** Certain nodes makes the node graph to make disabled collections items visible. See the attached video for what is happening. <video src="/attachments/4ab937bc-299c-411f-93b6-fd278986dbad" title="blender_qm7KM7BmSO.mp4" controls></video> **Exact steps for others to reproduce the error** load the attach .blend move the set material node on the node graph as seen in the video
kursad k added the
Priority
Normal
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Needs Triage
labels 2023-11-09 19:36:21 +01:00
kursad k changed title from Set material messes up collection visibility in the geometry nodes graph to Th Set material node messes up collection visibility in the geometry nodes graph 2023-11-09 19:37:45 +01:00
kursad k changed title from Th Set material node messes up collection visibility in the geometry nodes graph to The Set material node messes up collection visibility in the geometry nodes graph 2023-11-09 19:39:29 +01:00

I'll check this tomorrow/

I'll check this tomorrow/
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I tried to test the attached scene in 3.5, 3,4 and the other 3x series but it is crashing those versions. I recreated a similar scene and this issue seems to be in 3.1 as well. It does not even respect any of the object visibility flags let alone the collection visibility.

I attached the Blender 3.1 version of the scene for testing

I tried to test the attached scene in 3.5, 3,4 and the other 3x series but it is crashing those versions. I recreated a similar scene and this issue seems to be in 3.1 as well. It does not even respect any of the object visibility flags let alone the collection visibility. I attached the Blender 3.1 version of the scene for testing
Iliya Katushenock self-assigned this 2023-11-10 20:11:51 +01:00
Iliya Katushenock removed their assignment 2023-11-10 20:17:58 +01:00
Iliya Katushenock added
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Needs Info from Developers
and removed
Status
Confirmed
labels 2023-11-10 20:18:04 +01:00

I see just inconsistency. If collection visibility is not matter, geometry nodes should display output instanced objects. In other case, objects visibility should be keeped in for_each_instaces.

I see just inconsistency. If collection visibility is not matter, geometry nodes should display output instanced objects. In other case, objects visibility should be keeped in `for_each_instaces`.
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I personally think that this is a bug given, the geometry nodes setup originally respects the collection or the object visibility until one attaches the set material node.

I personally think that this is a bug given, the geometry nodes setup originally respects the collection or the object visibility until one attaches the set material node.
Author
Member

Any word on why this breaks the object visibility? As a user this is a pretty sucky one because the workarounds for this are quite ugly and definitely production pipeline buster.

Any word on why this breaks the object visibility? As a user this is a pretty sucky one because the workarounds for this are quite ugly and definitely production pipeline buster.
Member

Hm, could be solved by replacing FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN with something that does more visibility checks in geometry_set_instances.cc and realize_instances.cc. It's not super obvious to me right now under which circumstances which visibility flags should be used. Like we want to be able to instance the top-level collection if though it's disabled, but not the nested collection which is also "just" disabled.

Will add this as a meeting topic for our module meeting.

Hm, could be solved by replacing `FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN` with something that does more visibility checks in `geometry_set_instances.cc` and `realize_instances.cc`. It's not super obvious to me right now under which circumstances which visibility flags should be used. Like we want to be able to instance the top-level collection if though it's disabled, but not the nested collection which is also "just" disabled. Will add this as a meeting topic for our module meeting.
Author
Member

If I remember right, none of the visibility flags made a difference as far as not being visible after a material node is added. In theory if a collection is excluded from the viewlayer via the checkbox, it should be disabled in the instancing given that flag also disables the collection from renders and render layers. Geometry Nodes should respect the visibility hierarchy. This type of setup can be used to enhance the renderlayers as well so it is crucial that there is no visibility logic discrepancy across the parts of Blender.

If I remember right, none of the visibility flags made a difference as far as not being visible after a material node is added. In theory if a collection is excluded from the viewlayer via the checkbox, it should be disabled in the instancing given that flag also disables the collection from renders and render layers. Geometry Nodes should respect the visibility hierarchy. This type of setup can be used to enhance the renderlayers as well so it is crucial that there is no visibility logic discrepancy across the parts of Blender.
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Reference: blender/blender#114681
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