Sculpt Mode Mask invisible #59576

Closed
opened 2018-12-18 16:21:14 +01:00 by Vincent Wypior · 22 comments

System Information
Operating system: Windows 10
Graphics card: GTX 970

Version 2.80.36

Short description of error
Mask in Sculpt Mode is invisible (but works).

Exact steps for others to reproduce the error
No idea, blend file attached.wolfheaderror.blend

**System Information** Operating system: Windows 10 Graphics card: GTX 970 Version 2.80.36 **Short description of error** Mask in Sculpt Mode is invisible (but works). **Exact steps for others to reproduce the error** No idea, blend file attached.[wolfheaderror.blend](https://archive.blender.org/developer/F5993819/wolfheaderror.blend)
Author

Added subscriber: @trippingtturtle

Added subscriber: @trippingtturtle
Member
Added subscribers: @JulienKaspar, @WilliamReynish, @JacquesLucke
Member

In the overlay popover is a setting called "Show Mask". Enable it, start drawing, and you'll see the mask again.

This feature was introduced in 4d8b78b0.

Maybe there should be better user feedback? @WilliamReynish, @JulienKaspar
Or maybe it should be possible to see details while the mask is visible? It does not make much sense to me to deactivate the mask completely.

In the overlay popover is a setting called "Show Mask". Enable it, start drawing, and you'll see the mask again. This feature was introduced in 4d8b78b0. Maybe there should be better user feedback? @WilliamReynish, @JulienKaspar Or maybe it should be possible to see details while the mask is visible? It does not make much sense to me to deactivate the mask completely.
Member

@JacquesLucke You can enable/disable the option with Ctrl + M. Unfortunately there's currently still a bug which delays the effect of the toggle until for example the next brush stroke. Other than that the option itself is very useful.

It would be good to have a clearly visible indicator if the mask is hidden or not but I could say the same for most options in the overlay popover .... so I'm not sure about that.

@JacquesLucke You can enable/disable the option with Ctrl + M. Unfortunately there's currently still a bug which delays the effect of the toggle until for example the next brush stroke. Other than that the option itself is very useful. It would be good to have a clearly visible indicator if the mask is hidden or not but I could say the same for most options in the overlay popover .... so I'm not sure about that.

Added subscriber: @dfelinto

Added subscriber: @dfelinto

I see the point made here. An indeed the mask is used even when not visible.
That said this drawing option is off by default, so users should know better?

But yes, a way to know that mask is on (although invisible) wouldn't hurt.

@JulienKaspar : fixed drawing issue on e113b402bd.

I see the point made here. An indeed the mask is used even when not visible. That said this drawing option is off by default, so users should know better? But yes, a way to know that mask is on (although invisible) wouldn't hurt. @JulienKaspar : fixed drawing issue on e113b402bd.
Member

@JulienKaspar What is the exact use case for hiding the mask. I still think having a mask that is affecting everything, but is not visible, is not a good idea.
If the current mask drawing makes it harder to work, then the way masks are drawn should be reconsidered imo.

@JulienKaspar What is the exact use case for hiding the mask. I still think having a mask that is affecting everything, but is not visible, is not a good idea. If the current mask drawing makes it harder to work, then the way masks are drawn should be reconsidered imo.
Member

@JacquesLucke In some cases it's hard to see the result of what you are sculpting when areas are obscured by having them very dark.
In 2.7x i would often:
Mask -> sculpt -> remove mask to see the result -> realise I need to tweak it further or it does not look how I intended -> undo to bring the mask back -> rinse & repeat.
By having the option to toggle the visibility of the mask while still keeping it active it becomes easier to see the result while or after sculpting the changes.

@JacquesLucke In some cases it's hard to see the result of what you are sculpting when areas are obscured by having them very dark. In 2.7x i would often: Mask -> sculpt -> remove mask to see the result -> realise I need to tweak it further or it does not look how I intended -> undo to bring the mask back -> rinse & repeat. By having the option to toggle the visibility of the mask while still keeping it active it becomes easier to see the result while or after sculpting the changes.

A suggestion, make the show_mask option a runtime setting, so that every time you re-open the file the mask is shown (show_mask=True). Similar to how we do for the RENDERED shading mode in the viewport.

A suggestion, make the show_mask option a runtime setting, so that every time you re-open the file the mask is shown (show_mask=True). Similar to how we do for the RENDERED shading mode in the viewport.
Member

@dfelinto I agree. That would be for the best. Perhaps there could be some more visual feedback if the setting is used or not.
The text in the top-left corner saying "Mask Hidden", similar to when you are in local view?
Or even it's own button in the header since there is so much available space in Sculpt Mode instead of having it at the bottom of the Overlays popover?

@dfelinto I agree. That would be for the best. Perhaps there could be some more visual feedback if the setting is used or not. The text in the top-left corner saying "Mask Hidden", similar to when you are in local view? Or even it's own button in the header since there is so much available space in Sculpt Mode instead of having it at the bottom of the Overlays popover?

Added subscriber: @ZedDB

Added subscriber: @ZedDB

Is this stil an issue or can this be closed?

Is this stil an issue or can this be closed?
Author

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
Vincent Wypior self-assigned this 2019-02-01 18:33:15 +01:00
Author

Thanks everyone, I didn't realize that was a feature, I'll probably start using it :). But I agree both a visual cue and making it a runtime setting would probably be helpful and prevent confusion.

Thanks everyone, I didn't realize that was a feature, I'll probably start using it :). But I agree both a visual cue and making it a runtime setting would probably be helpful and prevent confusion.

Added subscriber: @kafonah

Added subscriber: @kafonah

Changed status from 'Resolved' to: 'Open'

Changed status from 'Resolved' to: 'Open'

This comment was removed by @kafonah

*This comment was removed by @kafonah*

Added subscriber: @mont29

Added subscriber: @mont29

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

@kafonah please do not reopen old tasks like that, instead create a new, complete and valid bug report.

@kafonah please **do not** reopen old tasks like that, instead create a new, complete and valid bug report.

Added subscriber: @Yogesh422

Added subscriber: @Yogesh422

ctrl + m

ctrl + m
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
8 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#59576
No description provided.