Animated Boolean breaks textures #57173
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Reference: blender/blender#57173
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System Information
Windows 10
Blender Version
Broken:
fcc88a6bf0
Worked: 2.79b
Exact steps for others to reproduce the error
create 2 objects with one of the object boolean the other object
animate one of the objects so that the boolean is cutting through the objects (al of this works)
ad a mapped material or procedural material the object being differenced out but the boolean object
the texture should either default, average out or do something strange.
When reproduce its works attached is the file that doesn't work we believe it is some the something to do with the way the textures are mapped. {F5034736}We have tested this but still not sure already
thanks
Ad
Added subscriber: @AdamEarle
We believe something may have gone wrong with the Principle BSDF
please check that
we keep looking at our end on to if replacing all the Principle BSDF nodes bring out work back to life
Stay awesome guys
Adam
Added subscriber: @AdamPreisler
Please post screenshots, otherwise this is too vague.
To add to this mapped texture, not procedural arent working properly for us we can't help but think something is happening when the textures compile
sorry about not posting the blender files its been some long days on this project
thanks Ad
system-info.txt
Animated Bool.zip
Maybe this helps?
Watch out that you have 2 Material Outputs in your shader tree both for Eevee. AFAIK Cycles used to use the one that is clicked on but not sure, can cause issues.
What resolution is your HDRi and textures?
My texture and HDR is power of two. texture is 1024x1024 and HDR is 4096x2048... I just use these because Unreal likes them because GPUs love them.
Animating the bool is also possible.
Honestly it's fine to post but it always pays triple to first read before you do it and clear up anything "unclear" upfront. There is a lot of detective work going on with your posts and they are riddled with typos.
this should be mapped to the metal pipe and read clearly. the texture should not swim as well
ad
Can Confirm It's true that Boolean modifier seems to break UVs. Doesn't really matter if it's animated or not. If you apply modifiers the UV Map is simply gone. It works fine in 2.79b also for Material viewport shading mode.
2.8 Eevee, Boolean OFF:
2.8 Eevee, Boolean ON:
2.79b:
Also Carve and Bmesh are gone (I guess Bmesh is used). I often found that Carve even though it's slower works better in some cases so it definitely is useful to have it as an option. Unless Bmesh has been perfected also for thin meshes - without volume and not manifold - as that's where I found it has issues. Works better and faster for a lot of other issues like intersecting geometries..
@AdamEarle You can use Object mapping with your texture, just set it to Box projection and ramp up blend to between 0.07 (James Bond value) and 0.2..
Bloody championed it mate
Well-done
Glad we're not crazy
Sorry for being vague I will do my best to level up
Thank for your patients
Ad
Box mapping https:*www.youtube.com/watch?v=3K5SgApW0Hg
@AdamEarle could you please change the name of the task and it's description so that it's clearer?
Added subscriber: @Darksunrise
Added subscriber: @lichtwerk
This is true only when the second object doesnt have UV coordinates, right?
(if the cutout object has UVs itself it should work)
Then this is a duplicate of #59304
Closed as duplicate of #59304