Remesh Voxel Size cannot be interactively set larger than Scene Unit Scale #120996

Open
opened 2024-04-23 20:52:23 +02:00 by Adam Janz · 5 comments

System Information
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23

Blender Version
Broken: version: 4.1.1, branch: blender-v4.1-release, commit date: 2024-04-15 15:11, hash: e1743a0317bc
Worked: (Unknown)

Short description of error

  1. Inside sculpt mode, the Remesh Voxel Size cannot be interactively set with "R" to a value larger than the Scene Unit Scale.
    (Example: When Scene Unit Scale is 0.01 m, the Voxel Size cannot be 0.03 m.)

  2. Additionally, if you try to manually set the Voxel Size under the "Remesh" dropdown to 0.03 m, and then press "R" to set the voxel size interactively, the previously set value (0.03 m) will be briefly seen but then will immediately snap to 0.01 m (the Scene Unit Scale).

  3. Lastly, the "Continuous Grab" feature under Blender's Input Mouse preferences does NOT work with the interactive Remesh feature. Pressing "R" and then dragging the mouse to set the Voxel Size interactively is limited by the current window size. This means unless you have a huge monitor, you will not be able reach your desired Voxel Size interactively. You will need to manually enter the value.

Exact steps for others to reproduce the error

  1. Open a New .blend file and select File > New > Sculpting.

  2. Under Scene > Units, set unit scale to 0.01 (needed for export to Unreal Engine).

  3. Ensure Sculpt mode is active, and the top menu bar, under the "Remesh" dropdown, set "Voxel Size" to 0.03 m.

  4. In the 3D view, press "R" to interactively set the Voxel Size value. Note the previously selected size of 0.03 m is briefly shown but then immediately snaps to the Scene Unit scale of 0.01. You also should not be able to set ANY value here by moving your mouse, it appears frozen. Right-click to cancel.

  5. Return to the top menu bar, and under the "Remesh" drop change the "Voxel Size" to 0.008 m.

  6. In the 3D view, press "R" to interactively set the Voxel Size value. Note you cannot set the value larger than the Scene Unit Scale of 0.01 m, no matter how far you move the mouse. It can only be made smaller.

  7. Select View > Frame Selected, so the sphere is centered in the frame. Now press "R" to set the Voxel size and drag from the middle of the window to the top right. Notice you can NOT make the Voxel Size much smaller than 0.0248 m, since the "Continuous Grab" feature does NOT work with this tool and is physically limited by the window's edge.

Thanks so much for looking into these issues.

Sincerely,
Adam Janz

**System Information** Operating system: Windows-10-10.0.19045-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23 **Blender Version** Broken: version: 4.1.1, branch: blender-v4.1-release, commit date: 2024-04-15 15:11, hash: `e1743a0317bc` Worked: (Unknown) **Short description of error** 1. **Inside sculpt mode, the Remesh Voxel Size cannot be interactively set with "R" to a value larger than the Scene Unit Scale.** (Example: When Scene Unit Scale is 0.01 m, the Voxel Size cannot be 0.03 m.) 2. Additionally, if you try to manually set the Voxel Size under the "Remesh" dropdown to 0.03 m, and then press "R" to set the voxel size interactively, the previously set value (0.03 m) will be briefly seen but then will immediately snap to 0.01 m (the Scene Unit Scale). 3. Lastly, the "Continuous Grab" feature under Blender's Input Mouse preferences does **NOT** work with the interactive Remesh feature. Pressing "R" and then dragging the mouse to set the Voxel Size interactively is **limited** by the current window size. This means unless you have a huge monitor, you will not be able reach your desired Voxel Size interactively. You will need to manually enter the value. **Exact steps for others to reproduce the error** 1. Open a New .blend file and select File > New > Sculpting. 2. Under Scene > Units, set unit scale to 0.01 (needed for export to Unreal Engine). 3. Ensure Sculpt mode is active, and the top menu bar, under the "Remesh" dropdown, set "Voxel Size" to 0.03 m. 4. In the 3D view, press "R" to interactively set the Voxel Size value. Note the previously selected size of 0.03 m is briefly shown but then immediately snaps to the Scene Unit scale of 0.01. You also should not be able to set ANY value here by moving your mouse, it appears frozen. Right-click to cancel. 5. Return to the top menu bar, and under the "Remesh" drop change the "Voxel Size" to 0.008 m. 6. In the 3D view, press "R" to interactively set the Voxel Size value. Note you cannot set the value larger than the Scene Unit Scale of 0.01 m, no matter how far you move the mouse. **It can only be made smaller.** 7. Select View > Frame Selected, so the sphere is centered in the frame. Now press "R" to set the Voxel size and drag from the middle of the window to the top right. Notice you can **NOT** make the Voxel Size much smaller than 0.0248 m, since the "Continuous Grab" feature does **NOT** work with this tool and is physically limited by the window's edge. Thanks so much for looking into these issues. Sincerely, Adam Janz
Adam Janz added the
Priority
Normal
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Needs Triage
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Report
labels 2024-04-23 20:52:24 +02:00

I can reproduce this, but this seems to be by design. Can you describe why you would want to use such corase remesh resolution? I guess the meshes are huge in respect to unitless dimensions? Then I guess grid setting based on viewport scale would work for you?

I can reproduce this, but this seems to be by design. Can you describe why you would want to use such corase remesh resolution? I guess the meshes are huge in respect to unitless dimensions? Then I guess grid setting based on viewport scale would work for you?
Richard Antalik added
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Needs Information from User
and removed
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labels 2024-04-23 23:18:58 +02:00
Author

@iss Thanks Richard! Actually the mesh is not huge but is correctly real-world scaled to fit within the 0.01 Scene Unit Scale (metric). However, you're right, perhaps I stumbled across a very edge-case scenario where that coarseness would normally not be needed (in fact, I ended up using a less coarse value myself). However, the last issue mentioned (the tool does not respect "Continuous Grab"), does feel like a notable limitation while sculpting that affects users with 27" sized screens and smaller.

@iss Thanks Richard! Actually the mesh is not huge but is correctly real-world scaled to fit within the 0.01 Scene Unit Scale (metric). However, you're right, perhaps I stumbled across a very edge-case scenario where that coarseness would normally not be needed (in fact, I ended up using a less coarse value myself). However, the last issue mentioned (the tool does not respect "Continuous Grab"), does feel like a notable limitation while sculpting that affects users with 27" sized screens and smaller.
Author

@iss Okay, so after some more real-world sculpting in a different scene, I can confirm that the original report is still valid and not edge-case. In a Scene Unit Scale of 0.01 (metric), I actually needed to remesh an object using a Voxel Size of 0.03 (which is currently NOT possible using the interactive option). I had to manually enter in the value for this to work. The 0.03 voxel size was necessary to keep the poly count manageable early on in the sculpting process, allowing for further fine-detail refinement later.

@iss Okay, so after some more real-world sculpting in a different scene, I can confirm that the original report is still valid and not edge-case. In a Scene Unit Scale of 0.01 (metric), I actually needed to remesh an object using a Voxel Size of 0.03 (which is currently **NOT** possible using the interactive option). I had to manually enter in the value for this to work. **The 0.03 voxel size was necessary to keep the poly count manageable early on in the sculpting process, allowing for further fine-detail refinement later.**

Can you upload sample .blend file where this is still needed?

Can you upload sample .blend file where this is still needed?
Author

@iss Okay, I've heavily simplified the original scene file down to one object that demonstrates the scenario. The object consists of three joined and subdivided meshes, totaling 17,408 tris. Running a Remesh operation with a Voxel Size of 0.03 (and Fix Poles) results in 259,072 tris.

The mesh is then run through several smooth filter iterations, and after several boolean and solidify modifiers are applied, it is then remeshed again before finally being sculpted.

The final scene containing all sculpted parts remeshed at a Voxel Size of 0.03 is actually 981,506 tris prior to adding a Multiresolution modifier for fine detail sculpting. Using a smaller Voxel Size here would exponentially increase the poly count too early in the sculpting process (but of course whether or not that would make the scene unmanageable is heavily dependent on your personal hardware).

Thanks, Richard, for your time.

@iss Okay, I've heavily simplified the original scene file down to one object that demonstrates the scenario. The object consists of three joined and subdivided meshes, totaling 17,408 tris. Running a Remesh operation with a Voxel Size of 0.03 (and Fix Poles) results in 259,072 tris. The mesh is then run through several smooth filter iterations, and after several boolean and solidify modifiers are applied, it is then remeshed again before finally being sculpted. The final scene containing all sculpted parts remeshed at a Voxel Size of 0.03 is actually 981,506 tris prior to adding a Multiresolution modifier for fine detail sculpting. Using a smaller Voxel Size here would exponentially increase the poly count too early in the sculpting process (but of course whether or not that would make the scene unmanageable is heavily dependent on your personal hardware). Thanks, Richard, for your time.
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Reference: blender/blender#120996
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