multires errant vertices #126122
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Reference: blender/blender#126122
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System Information
Operating system: windows 10 22H2
Graphics card: GTX 1060
Blender Version
Broken: 3.6.14 and 4.2.0
Worked: never
Short description of error
The multires modifier generates errant vertices on some geometries.
Exact steps for others to reproduce the error
Load the included blend file, add multires to Original_HD object
update.
If you try to "box mask" the errant vertices in sculpt mode then blender will crash.
Hi, looks like this is due to non-manifold geometry?
If I add modifier on the other object (or the current object after removing the previous modifier), issue does not happen.
Did you import the object with modifier from other file (where file was saved in older version)?
Thank you for looking at this.
Yes, the file is imported in blender 4.2 from another app, but it is also validated by blender so the geometry should be good. As for removing then re-adding the modifier it doesn't work here, it would be wonderful if it does.
my steps:
This bug is also reported elsewhere, though I stripped down the test file so it should be easier for you to test. See #81645 #107118. Let us know thank you.
Thanks. Strange, re-inserting the modifier works here. Attached the file below.
BTW, what importer did you use?
Your fixed file seems good here. Can you tell me exactly what are your steps ? May be I miss something trivial. If I remove the multires modifier it leaves me with the base resolution version, I don't regain the original model it is a destructive operation.
So how do you remove the modifier ? I just press the "remove modifier" cross, do I have to do something else ?
p.s. The importer is diffeomorphic to import daz studio files.
https://diffeomorphic.blogspot.com/
https://www.daz3d.com/
What I did is:
Not good then. That way you lose the original geometry thus the original HD details. If you subdivide the generated geometry will not be the same as the original HD model. So your procedure is a destructive operation and it defies the purpose of multires.
That is, unsubdivide serves for us to retain the original HD details.
please try this:
p.s. Of course you need the multires viewport level to 1 otherwise it's not visible on the viewport, also disable simplify if you use it.
update.
I was inspired by your idea and tried reshape to get the original details but it doesn't work the mesh "explodes" because the vertex order is not the same. Let me know if you need more information or if you have some other workaround we can try. Thank you.
steps:
This looks strikingly similar to #81645 but here also mesh fails to subdivide properly, so will confirm.