Assigning textures in Cycles automatically reassigns textures to other unrelated objects #40455
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Reference: blender/blender#40455
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System Information
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4b206af
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Changed status to: 'Open'
Added subscriber: @MarcClintDion
My pen tablet is acting up, and randomly accessing page interface buttons. (I did not press 'Submit'.)
Also, the Edit button does not allow me to Edit the original report It gives me an error message saying that I can only Edit if I created the task.
You do not have permission to edit this object.
Users with the "Can Edit" capability:
However, I can edit these comments.
My system is an iMac mid 2011, i5, 16GB , OSX Mavericks.
GPU: radeon 6770M, 512
Blender version:
193e77c
(self-built using included compiler in the libs folder) 64 bits.I started by applying Load Factory Settings twice. For some reason 2x was required for a build from last week so I continued with this even though it does not seem necessary for this build.
With the setup in the .blend file. If I assign a texture to one of the models while in Cycles render mode then the other will also have it's texture reassigned. (The objects were created independently, not duplicated.)
This does not happen with BI.
factorySettings.blend
Also, when tabbing into Edit mode and selecting all the vertices while using Blender Render mode; the texture that is already assigned to the selected geometry will now show up in the UV Editor window.
This is not happening for me in Cycles render mode. Only the texture which is manually selected in the little drop-down menu is what becomes displayed in the window.
Added subscriber: @mont29
Added subscriber: @Psy-Fi
I'm not sure what you mean by "assign a texture". Is this on the material or the mesh UV layer? If it's the latter then I don't think this is a bug: In cycles the texture selected in the material node tree is the one that appears in the image editor instead.
Also, the side note you mention in the file is to be expected because the second object does not have a material.
The problem happens with the mesh UV layer. Sorry, that was not clear at all.
This is for adding textures to be baked. Well, I think the idea that Campbell laid out on the 'Cycles baking is here thread' a month ago was to have Cycles Bake work the same as BI currently works to get things started so I thought this should be reported.
It's for sure that not selecting UV's and then selecting the appropriate texture in BI would cause the bake to fail and it's kind of hard to let go of this idea when switching to Cycles bake. Leaving things like this would be wildly inconsistent for people who use both.
I just tried adding the appropriate image nodes to both materials and tried selecting them both to see if this would have an effect on which texture is displayed in the UV Editor and it seems to have no effect. At least nothing visual happens.
Well, anyways, I've been handling texture assignments mostly in BI up until now when baking with Cycles since that's where I always start off and I can just keep doing this.
Changed status from 'Open' to: 'Archived'
I can't find a bug here. The image texture assignment workflow in Cycles is very different from Blender Internal, that's by design and has been working this way for years. Images are assigned to materials, and the image shown in the image editor is not automatically linked to the UV layer or object you select, that's separate.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Texture_Editing
We can argue if this is good or bad, but can't consider it a bug.