mask visibility in sculpt mode using shape keys or generative modifiers #67303
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Reference: blender/blender#67303
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System Information
Operating system: Windows 10
Graphics card: nvidia 1060 Ti
Blender Version
2.8 RC2
Short description of error
If you have a mesh with a mask and create a shape key, the mask will be no longer visible, still active but not visible.
Exact steps for others to reproduce the error
Or from the default startup:
Mask
>Invert Mask
(default cube should turn dark)(note we have the option
Use Deform Only
in sculptmode which might be exactly for that purpose, still not being able to use masks with generative modifiers should be more clear)Added subscriber: @DanieleViagi
#68287 was marked as duplicate of this issue
Added subscriber: @zeauro
I confirm. That is probably an issue that would have same solution as #67305.
It's probably the same problem /solution https://developer.blender.org/T65850
Added subscriber: @mano-wii
Investigating...
Added subscriber: @Jeroen-Bakker
The sculpt masks drawing became more restricted after the commit
d0fb602e2c
.@Jeroen-Bakker, can we take away the restriction in this case?
Added subscriber: @ogier
Added subscriber: @stoofnie
Removed subscriber: @stoofnie
Added subscriber: @stoofnie
Added subscriber: @maxximoramirez
status of this issue?, until this day v2.81 Alpha Hash:
ee47075449
still have this issue present.@maxximoramirez I have dozens of issues on my desk with all the same priority. I haven't looked at this issue at all.
It will help if someone can create a good report for this, including a simple example file.
Thanks!
masks_issue_example.blend
@Jeroen-Bakker
I covered the 4 basic issues with visible masking, of course keep adding modifiers will keep the issue (such as bools or corrective smoothness)
Basically having a model with either a ShapeKey (Basis included) or a modifier that affects his shape (such as Armature or basic Smooth) will hide the mask until its removed.
Added subscriber: @JulienKaspar
Since #70564 got implemented it works much better. But there's still some inconsistency. Here's a list of modifier-shapekey cases where the mask disappears or behaves differently.
Let's start with the masking and hiding geometry in sculpt mode:
The mask is strangely intersecting with the newly created geometry.
Hidden faces reappear but edges are still visible.
The mask is strangely intersecting with the newly created geometry.
Hidden geometry reappears.
The mask is strangely intersecting with the newly created geometry.
Hidden geometry stays hidden.
The Mask stays.
Hidden geometry appears on higher subdiv levels.
The mask disappears.
Hidden faces stay hidden but edges become visible again.
The mask disappears.
Hidden geometry reappears.
When adding shapekeys there are these cases:
The mask disappears on the base resolution.
In all the other modifiers it seems that the shapekey is taken into account and the behaviour is as intended or like mentioned above.
Also some strange cases when "Use Deform Only" is enabled in the Sculpt Mode options:
The Mask disappears.
Still being applied in Sculpt Mode.
IMO modifiers that drastically alter the mesh like remesh and decimate should probably still hide the mask. Other modfiers that just move the geometry like Simple Deform, Mirror & Shrinkwrap are still very useful when using the mask in Sculpt Mode.
Hiding geometry can be useful in most of them.
The mask disappearing with the subdiv and multires modfiers is not ideal. At least for Subdiv it's ok though when not using "Use Deform Only".
I did not test the performance on any of these cases but when using modifiers for Sculpt Mode, users should expect a slower viewport anyway. That's what the "Use Deform Only" option is for after all. To speed up the performance by disabling all the modifiers.
Using my example file it shows that with armatures it creates artifacts when sculpting over a mask, they looks like that its a mask-less duplicated of the model or a delayed version, progressing and using Undo seems to clean it and removing all the artifacts.
BUT when having shapekeys the error is less probable to appear (cant explain why atm)
To my knowledge:
SCULPT=clean
ARMT+SCULPT = artifacts
SK+SCULPT = clean
ARMT+SK+SCULPT = clean (sometimes artifacts)
Also the artifacts seems to be stronger when smooth shading its enable, using flat smooth reduce the artifacts to a minimum and when moving the camera with the mouse or doing another action seems to remove them at once.
Gonna build a better model example to check this but it falls mostly on viewport error and shouldn't affect using masks for the final result.
Added subscribers: @brecht, @lichtwerk
Will CC @brecht here (since he took care of #70564...)
Added subscriber: @PabloDobarro
Sculptmasks are optimized for sculpt drawing. When using specific modifiers the optimized sculpt drawing cannot be used anymore and the mask will not be able to render.
This issue also raises functional questions. When drawing a mask on top of a subsurface modifier would not draw the mask in the way how functionality would behave. Hence I set this to a known issue.
Added subscriber: @pauanyu_blender
mask visibility in sculpt mode using shape keysto mask visibility in sculpt mode using shape keys or generative modifiersI'm back!
So, the boolean issue has to do with the mask issue.
Do we really need the masks to be visible? I just wanted the boolean modifier and the sculpt mode to function. Idk, but, can they function without the mask being visible?