Texture paint - sample color picker is highly unreliable when "clip end" distances are large enough #72372
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Reference: blender/blender#72372
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System Information
Operating system: Windows-10-10.0.17763-SP0 64 Bits
Graphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66
Blender Version
Broken: version: 2.82 (sub 4), branch: master, commit date: 2019-12-10 23:56, hash:
63d521432e
Worked: (optional)
Short description of error
I'm not sure if this is a bug or a system limitation, but after couple of hours prodding I can conclude this:
This can be a pretty big issue for someone who works on big scenes and paints textures (like roughness maps/normal maps) in blender, You naturally tend to zoom in a lot to have a better stroke/precision, but zooming in viewport causes a huge decreasce in sampling accuracy. I found out the cause and managed to metigate it by decreascing Clip End distance of some cameras. And in the example below, 1000m is not even that much for a clip end distance.
Here's a clip demonstrating what I mean:
2019-12-12 02-01-48.mp4
In the source file I demonstrated the minumum clip end + viewport zoom necessary to casue this instability, the main culprid of this is the Clip End + Viewport zoom in values. If Clip End is anything like 10000m then it becomes practically unusable to sample colors
Also this effect is a lot more proiminent on the edges of the mesh
Exact steps for others to reproduce the error
[Please describe the exact steps needed to reproduce the issue]
sample color bug 2.blend
Added subscriber: @Alumx
Added subscriber: @mano-wii
Dev note:
I suspect this is a raycast inaccuracy due to the distance from ray_start.
If so, a solution would be to move ray_start to the point where it hits bound_box.
After investigating, I realized that it has nothing to do with raycast, but with select_engine.
This issue was referenced by
61f4a7d1f5
Changed status from 'Open' to: 'Resolved'