Fix: Simplify "Volume Resolution" not updating for non volume objects #117848
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Reference: blender/blender#117848
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Delete Branch "lichtwerk/blender:117747_simplify_volume_resolution_update"
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This came up in #117747.
Unless an object was of OB_VOLUME type, the setting was not updating the
viewport accordingly since the introduction in
365bf103d1
. So if forexample a mesh has a "Mesh to Volume" node, the update did not take
place.
If we use context, we can check the evaluated GeometrySet on any object
type with a geometry nodes modifier though and if it has a volume, we
can also tag for update.
Checking the evaluated geometry set isn't enough either, since a volume might be an intermediate step in node evaluation that isn't included in the result.
Hm, OK, thx checking. So is there a
GeometrySet
that represents the final output?geometry_set_eval
represents the final output, that's right. But my point was that volumes might be used internally (in a way that should respect the simplify setting) but not be included in the final output.Ah, OK. Not sure if we should really consider the internal usage when it is not the final output (since this is a viewport setting at least I would not expect it to)
@SimonThommes Also mentioned that he didn't like that the simplification level affects nodes like this, so maybe the solution should go in a different direction. E.g. the simplify level could be an input node that can be used explicitly if desired. Needs some more discussion.
I can see how doing simplification might work better when done differently (not sure if an input node overcomplicates this though), however this fix is just about it not updating at all for non-volume objects. So this PR will not do the whole redesign of simplification of volumes (this is not what it intends to do). Do you think it would block the redesign or make it more complicated?
@ -2085,1 +2098,3 @@
rna_Scene_simplify_update_impl(bmain, sce, false);
Scene *scene = (Scene *)ptr->owner_id;
Main *bmain = CTX_data_main(C);
Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
Ensuring an evaluated depsgraph just to set a property seems a bit too much and could potentially result in double depsgraph evaluation on e.g. render farms that set this property directly after loading the .blend file before evaluation starts.
It's probably ok to just use the result of the previous evaluation, and if that doesn't exist yet, ignore it.