Object "Display as wire" displays as solid mesh in EEVEE (next). #122980

Closed
opened 2024-06-10 01:22:29 +02:00 by LOIC BRAMOULLE · 8 comments

System Information
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 552.22

Blender Version
Broken: version: 4.2.0 Beta, branch: blender-v4.2-release, commit date: 2024-06-08 19:07, hash: 965a13867111
Worked: (newest version of Blender that worked as expected)

Short description of error
object/meshes don't display correctly anymore as wireframe in 4.2 Beta

Exact steps for others to reproduce the error
Object > viewport display > display as wire
Eevee will show solid mesh still.
image
image
in workbench it still works:
image

**System Information** Operating system: Windows-10-10.0.19045-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 552.22 **Blender Version** Broken: version: 4.2.0 Beta, branch: blender-v4.2-release, commit date: 2024-06-08 19:07, hash: `965a13867111` Worked: (newest version of Blender that worked as expected) **Short description of error** object/meshes don't display correctly anymore as wireframe in 4.2 Beta **Exact steps for others to reproduce the error** Object > viewport display > display as wire Eevee will show solid mesh still. ![image](/attachments/68ff9876-c2d9-4770-8b27-8842dc403906) ![image](/attachments/f3712d6c-33e1-44fd-b666-956c8c036afa) in workbench it still works: ![image](/attachments/613c500b-0759-4e8a-8f28-79fb9e79647a)
LOIC BRAMOULLE added the
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labels 2024-06-10 01:22:30 +02:00
Member

Hi, thanks for the report. Both cycles and eevee-next has same results here.
Not sure if this would be classified as bug. Forwarding to eevee devs...

Hi, thanks for the report. Both cycles and eevee-next has same results here. Not sure if this would be classified as bug. Forwarding to eevee devs...

We changed the behavior to match cycles. The reasoning is, if the current behavior needs to change, it should change for both engine.

I will add it in the release notes.

We changed the behavior to match cycles. The reasoning is, if the current behavior needs to change, it should change for both engine. I will add it in the release notes.
Blender Bot added
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labels 2024-06-13 21:24:58 +02:00
Author

Hum the issue is that it's OK in Cycles as we can use ray visibility as a workaround, to maintain this thing not visible as solid. But we do'nt have ray visibility in Eevee, so something in wireframe, aka invisible as solid, does appear solid now, without workaround to not have it solid like in Cycles.

image

it basically means that Wire viewport display is now only supported in Workbench, (and cycles with workaround) and is ignored in eevee. I think it's more logical to keep it inconsistent between eevee & cycles, or have it wireframed/invisible in cycles, rather than this, as it just removes a feature, If I understand correctly.

Hum the issue is that it's OK in Cycles as we can use ray visibility as a workaround, to maintain this thing not visible as solid. But we do'nt have ray visibility in Eevee, so something in wireframe, aka invisible as solid, does appear solid now, without workaround to not have it solid like in Cycles. ![image](/attachments/6c36efee-4158-44f2-a89a-488551e2006f) it basically means that Wire viewport display is now only supported in Workbench, (and cycles with workaround) and is ignored in eevee. I think it's more logical to keep it inconsistent between eevee & cycles, or have it wireframed/invisible in cycles, rather than this, as it just removes a feature, If I understand correctly.

We can add the camera visibility toggle in EEVEE too. I wanted to implement it anyway. So that's just a new motivation for it.

We can add the camera visibility toggle in EEVEE too. I wanted to implement it anyway. So that's just a new motivation for it.
Blender Bot added
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labels 2024-06-13 23:45:32 +02:00
Author

Rad, so it would be even more consistent across render engine.

Totally off-topic and should be posted on right-click-select, but the biggest UX issue I had recently is not being able to keyframe collection (enable, viewport, render ect..) and having to make collection instances instead (and thus toggling back & forth)

If we could directly keyframe collection visibilities, so nearly assign them to markers like cameras, we could build shots super fast. So one marker would define the camera, and all the set dressing and lights specific to that shot. 1 click instead of like 50 back & forth between colection & instance.

(we're doing an entire short film in a single blend scene basically) anyway, just in case it falls into the right ear haha.

Rad, so it would be even more consistent across render engine. Totally off-topic and should be posted on right-click-select, but the biggest UX issue I had recently is not being able to keyframe collection (enable, viewport, render ect..) and having to make collection instances instead (and thus toggling back & forth) If we could directly keyframe collection visibilities, so nearly assign them to markers like cameras, we could build shots super fast. So one marker would define the camera, and all the set dressing and lights specific to that shot. 1 click instead of like 50 back & forth between colection & instance. (we're doing an entire short film in a single blend scene basically) anyway, just in case it falls into the right ear haha.
Miguel Pozo self-assigned this 2024-06-14 18:35:39 +02:00
Author

Sorry offtopic again, but on the same Engine consistency topic:
It would be great to have the limit texture size option inside Simplify for Eevee too, like Cycles, as currently it's in the prefs (for workbench & eevee) and it's really hard to change quick, unlike simplify.

Sorry offtopic again, but on the same Engine consistency topic: It would be great to have the limit texture size option inside Simplify for Eevee too, like Cycles, as currently it's in the prefs (for workbench & eevee) and it's really hard to change quick, unlike simplify.
Blender Bot added
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labels 2024-06-15 08:54:40 +02:00
Author

This still needs to be ironed out, as from 4.2 we cannot work with volumetrics anymore: In Texture mode they appear in eevee in Cycles, but occlude everything in Workbench mode. And in Wire mode they work in Workbench as you can still see your scene, but they're invisible in eevee & cycles.
Example images & not good enough workaround described here:
blender/blender#123265

Before 4.2 it works perfectly: Wire mode makes volumetrics not occlude everything in Workbench, and they still render in eevee and Cycles. So pre 4.2 we could work with volumetrics, post we can't anymore with our work viewport in workbench +camera viewport in evee or cycles for example. it's one or the other...

This still needs to be ironed out, as from 4.2 we cannot work with volumetrics anymore: In Texture mode they appear in eevee in Cycles, but occlude everything in Workbench mode. And in Wire mode they work in Workbench as you can still see your scene, but they're invisible in eevee & cycles. Example images & not good enough workaround described here: blender/blender#123265 Before 4.2 it works perfectly: Wire mode makes volumetrics not occlude everything in Workbench, and they still render in eevee and Cycles. So pre 4.2 we could work with volumetrics, post we can't anymore with our work viewport in workbench +camera viewport in evee or cycles for example. it's one or the other...
Blender Bot added
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labels 2024-08-28 23:05:54 +02:00
Member

@loicbramoulle : could you just open a report specifically for this (Volumes)?

Think this issue has too much unrelated (mesh) info and is just hard to keep track of.
Thx in advance! (but will close this one again)

@loicbramoulle : could you just open a report specifically for this (Volumes)? Think this issue has too much unrelated (mesh) info and is just hard to keep track of. Thx in advance! (but will close this one again)
Blender Bot added
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labels 2024-09-02 13:09:53 +02:00
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Reference: blender/blender#122980
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