Linked group breaks Object Mapping in Texture Coordinates #56534

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opened 2018-08-25 11:52:54 +02:00 by Sacha Goedegebure · 23 comments

System Information
Windows 10

Blender Version
Broken: 2.79b official release

Short description of error
Linked group breaks Object Mapping in Texture Coordinates, when:

  • a texture (on a plane) uses another object (empty) as texture coordinates
  • all objects are in the same group

Further explanation in the blend file.

Exact steps for others to reproduce the error

  1. Link the group "object_mapping" from the blend file
  2. move the group in any direction
    Despite the gradient texture on the plane using the empty's coordinates, this is completely ignored once linked as a group
    object_mapping.blend
**System Information** Windows 10 **Blender Version** Broken: 2.79b official release **Short description of error** Linked group breaks Object Mapping in Texture Coordinates, when: - a texture (on a plane) uses another object (empty) as texture coordinates - all objects are in the same group Further explanation in the blend file. **Exact steps for others to reproduce the error** 1) Link the group "object_mapping" from the blend file 2) move the group in any direction Despite the gradient texture on the plane using the empty's coordinates, this is completely ignored once linked as a group [object_mapping.blend](https://archive.blender.org/developer/F4380315/object_mapping.blend)

Added subscriber: @SachaGoedegebure

Added subscriber: @SachaGoedegebure

#98468 was marked as duplicate of this issue

#98468 was marked as duplicate of this issue

#92949 was marked as duplicate of this issue

#92949 was marked as duplicate of this issue

#76999 was marked as duplicate of this issue

#76999 was marked as duplicate of this issue

#69014 was marked as duplicate of this issue

#69014 was marked as duplicate of this issue

#68064 was marked as duplicate of this issue

#68064 was marked as duplicate of this issue

#54316 was marked as duplicate of this issue

#54316 was marked as duplicate of this issue

Added subscribers: @brecht, @mont29

Added subscribers: @brecht, @mont29
Brecht Van Lommel was assigned by Bastien Montagne 2018-08-26 10:53:31 +02:00

Note that this is not related to linking, instantiating the group in original file shows exact same behavior.

@brecht I believe that’s related to how Cycles handle that kind of coordinates? Not sure that is actually a bug, nor fixable, though, since I do not see how code could know which dupliobject to use to generate coordinates instead of using actual original object…

Note that this is not related to linking, instantiating the group in original file shows exact same behavior. @brecht I believe that’s related to how Cycles handle that kind of coordinates? Not sure that is actually a bug, nor fixable, though, since I do not see how code could know which dupliobject to use to generate coordinates instead of using actual original object…

oh yeah, I could've just instance it in the same file.

This does make Object mapping less useful for groups. After linking the group, I tried to bypass it by making the empty proxy, or with 'Make Duplicates Real', but none of these methods work.

oh yeah, I could've just instance it in the same file. This does make Object mapping less useful for groups. After linking the group, I tried to bypass it by making the empty proxy, or with 'Make Duplicates Real', but none of these methods work.

The solution to this is probably rather complicated, particularly if there are multiple object instances or the material is used by multiple objects.

I think it would involve finding the object "closest" to another object in the group hierarchy, and storing this transform as an object attribute rather than a material attribute.

The solution to this is probably rather complicated, particularly if there are multiple object instances or the material is used by multiple objects. I think it would involve finding the object "closest" to another object in the group hierarchy, and storing this transform as an object attribute rather than a material attribute.

Added subscribers: @SteffenD, @ZedDB, @lichtwerk

Added subscribers: @SteffenD, @ZedDB, @lichtwerk

Added subscribers: @Raulus, @fclem

Added subscribers: @Raulus, @fclem
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Added subscriber: @BassamKurdali

Added subscriber: @BassamKurdali
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I posted a workaround in https://developer.blender.org/T69014
Basically if you parent everything to the rig that you then proxy, moving the rig object should be sufficient to keep everything in sync (and not moving the instance origin)
Note that workarounds can be more complex in more complex rigs (my original rig is like that)

I posted a workaround in [https://developer.blender.org/T69014 ](URL) Basically if you parent everything to the rig that you then proxy, moving the rig object should be sufficient to keep everything in sync (and not moving the instance origin) Note that workarounds can be more complex in more complex rigs (my original rig is like that)

Removed subscriber: @fclem

Removed subscriber: @fclem
Brecht Van Lommel removed their assignment 2020-01-18 14:25:06 +01:00

Added subscriber: @DimaM

Added subscriber: @DimaM

I faced this in 2.82a. As for Cycles so for Eevee. I don't know how to add a tag here. And I made proxies for everything.

I faced this in 2.82a. As for Cycles so for Eevee. I don't know how to add a tag here. And I made proxies for everything.
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Added subscribers: @Andrew-Woods, @iss

Added subscribers: @Andrew-Woods, @iss
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Added subscriber: @rs2128

Added subscriber: @rs2128

Added subscriber: @CosmoMidias

Added subscriber: @CosmoMidias

Added subscriber: @DylanLobbregt

Added subscriber: @DylanLobbregt
Brecht Van Lommel added this to the Render & Cycles project 2023-02-07 19:07:34 +01:00
Philipp Oeser removed the
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Render & Cycles
label 2023-02-09 13:58:13 +01:00

Any news on this issue? I have to remember myself and even my coworkers to avoiding use this in production as it is so tempting, solving locally shading situations by this coordinate... but then when assembling... Houston!!

Any news on this issue? I have to remember myself and even my coworkers to avoiding use this in production as it is so tempting, solving locally shading situations by this coordinate... but then when assembling... Houston!!
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Reference: blender/blender#56534
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