Vertex and weight paint mode broken after using sculpt mode mask tools #74694

Closed
opened 2020-03-12 20:47:58 +01:00 by Diogo Valadares Reis dos Santos · 17 comments

System Information
Operating system: Windows-8.1-6.3.9600-SP0 64 Bits
Graphics card: GeForce GT 710/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66

Blender Version
Broken: version: 2.83 (sub 8), branch: master, commit date: 2020-03-12 00:33, hash: 8751af6d19
Worked: last older 2.83 build I have: c26f470cfeea

Short description of error
using sculpt mode breaks vertex paint mode after being used

Exact steps for others to reproduce the error
#74694.blend

  • Open file
  • Go to sculpt mode
  • Use the Mask or the Box Mask tool once
  • go back to vertex paint mode

it has a really bad visual glitch.(it gets even worse if you use dytopo)
also note that the glitch disappears if you enter the rendered or the preview mode and go back to solid.

note this doesnt seem to be a problem when mesh is subdivided by a modifier [subd/multires]

more info from #75567:

bug is related to Masks and Face Sets overlays from Sculpt mode.
First, create a mask or a face set is created in Sculpt mode.
Then, switch to vertex paint mode or weight paint mode.
There is no problem if mesh is subdivided by a modifier. But if there is no modifier, there are artifacts.
Some faces may be black. Others became colored tris in vertex paint mode.
In weight paint mode, colors other than blue may be black.
Then, go back to sculpt mode to disable Face Sets and Masks overlays.
And finally, switch again to vertex paint mode. -> glitches are gone.

It looks like overlays (non pertinent in Vertex or Weight Paint mode) are still active in a viewport when switching from Sculpt mode to Vertex or Weight Paint mode.
That does not happen if you switch from one workspace dedicated to Sculpt mode to another dedicated to a Paint mode.

image.png
image.png

after using dytopo:
image.png

**System Information** Operating system: Windows-8.1-6.3.9600-SP0 64 Bits Graphics card: GeForce GT 710/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66 **Blender Version** Broken: version: 2.83 (sub 8), branch: master, commit date: 2020-03-12 00:33, hash: `8751af6d19` Worked: last older 2.83 build I have: `c26f470cfeea` **Short description of error** using sculpt mode breaks vertex paint mode after being used **Exact steps for others to reproduce the error** [#74694.blend](https://archive.blender.org/developer/F8403520/T74694.blend) - Open file - Go to sculpt mode - Use the `Mask` or the `Box Mask` tool once - go back to vertex paint mode it has a really bad visual glitch.(it gets even worse if you use dytopo) also note that the glitch disappears if you enter the rendered or the preview mode and go back to solid. note this doesnt seem to be a problem when mesh is subdivided by a modifier [subd/multires] more info from #75567: > bug is related to Masks and Face Sets overlays from Sculpt mode. > First, create a mask or a face set is created in Sculpt mode. > Then, switch to vertex paint mode or weight paint mode. > There is no problem if mesh is subdivided by a modifier. But if there is no modifier, there are artifacts. > Some faces may be black. Others became colored tris in vertex paint mode. > In weight paint mode, colors other than blue may be black. > Then, go back to sculpt mode to disable Face Sets and Masks overlays. > And finally, switch again to vertex paint mode. -> glitches are gone. > > It looks like overlays (non pertinent in Vertex or Weight Paint mode) are still active in a viewport when switching from Sculpt mode to Vertex or Weight Paint mode. > That does not happen if you switch from one workspace dedicated to Sculpt mode to another dedicated to a Paint mode. ![image.png](https://archive.blender.org/developer/F8402729/image.png) ![image.png](https://archive.blender.org/developer/F8402733/image.png) after using dytopo: ![image.png](https://archive.blender.org/developer/F8402735/image.png)

Added subscriber: @Diogo_Valadares

Added subscriber: @Diogo_Valadares

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

Added subscribers: @PabloDobarro, @lichtwerk

Added subscribers: @PabloDobarro, @lichtwerk
Member

Caused by 38d6533f21

@PabloDobarro : mind checking?

Caused by 38d6533f21 @PabloDobarro : mind checking?
Member

This also breaks weightpaint...

This also breaks weightpaint...
Philipp Oeser changed title from Vertex paint mode broken after using sculpt mode to Vertex and weight paint mode broken after using sculpt mode 2020-03-19 16:04:20 +01:00
Member

Added subscriber: @Jeroen-Bakker

Added subscriber: @Jeroen-Bakker
Member

Not sure why this has been raised to Unbreak Now! Check https://wiki.blender.org/wiki/Process/Bug_Reports/Triaging_Playbook Priority Clarifications section

Issue seems to be fixed in latest master @lichtwerk could you recheck?

Not sure why this has been raised to `Unbreak Now!` Check https://wiki.blender.org/wiki/Process/Bug_Reports/Triaging_Playbook Priority Clarifications section Issue seems to be fixed in latest master @lichtwerk could you recheck?
Member

In #74694#900226, @Jeroen-Bakker wrote:
Not sure why this has been raised to Unbreak Now! Check https://wiki.blender.org/wiki/Process/Bug_Reports/Triaging_Playbook Priority Clarifications section

Issue seems to be fixed in latest master @lichtwerk could you recheck?

Well, according to the playbook, yes, this should "only" have been High, true [looked pretty bad though, since it seemed you can not recover from that corruption...]
Anyways, seems to be fixed for me, I was talking to @PabloDobarro about this, could you confirm you have been doing something to fix this?

> In #74694#900226, @Jeroen-Bakker wrote: > Not sure why this has been raised to `Unbreak Now!` Check https://wiki.blender.org/wiki/Process/Bug_Reports/Triaging_Playbook Priority Clarifications section > > Issue seems to be fixed in latest master @lichtwerk could you recheck? Well, according to the playbook, yes, this should "only" have been High, true [looked pretty bad though, since it seemed you can not recover from that corruption...] Anyways, seems to be fixed for me, I was talking to @PabloDobarro about this, could you confirm you have been doing something to fix this?
Member

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Philipp Oeser self-assigned this 2020-03-30 20:08:14 +02:00
Member

So, this was fixed by one of the recent Face Sets fixes it seems (havent hunted down the exact commit).

Closing as resolved (feel free to comment again if issues persist...)

So, this was fixed by one of the recent Face Sets fixes it seems (havent hunted down the exact commit). Closing as resolved (feel free to comment again if issues persist...)
Member

Changed status from 'Resolved' to: 'Confirmed'

Changed status from 'Resolved' to: 'Confirmed'
Member

Sorry to say, but just discovered that this still happens if you use any of the masking tools

Sorry to say, but just discovered that this still happens if you use any of the masking tools
Philipp Oeser changed title from Vertex and weight paint mode broken after using sculpt mode to Vertex and weight paint mode broken after using sculpt mode mask tools 2020-04-08 14:37:53 +02:00
Philipp Oeser removed their assignment 2020-04-08 17:24:38 +02:00

Added subscriber: @RodDavis

Added subscriber: @RodDavis

Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: Intel(R) HD Graphics 5500 Intel 4.4.0 - Build 20.19.15.5070

Happening on my end still.

Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: Intel(R) HD Graphics 5500 Intel 4.4.0 - Build 20.19.15.5070 Happening on my end still.
Pablo Dobarro was assigned by Dalai Felinto 2020-05-11 14:35:45 +02:00
Member

Issue is when switching directly from sculpting to weight/vertex paint the sculptsession is still that one from sculpting that makes the overlay to be drawn by the pbvh drawing method but renders it incorrectly as to many assumptions are made about the attached shaders etc.

Best fix would be to have the correct sculpt session on the object we are rendering. second option is to add a check around the sculpt overlay that the object is actually in the correct mode and don't trust the setting in the sculpt session.

Issue is when switching directly from sculpting to weight/vertex paint the sculptsession is still that one from sculpting that makes the overlay to be drawn by the pbvh drawing method but renders it incorrectly as to many assumptions are made about the attached shaders etc. Best fix would be to have the correct sculpt session on the object we are rendering. second option is to add a check around the sculpt overlay that the object is actually in the correct mode and don't trust the setting in the sculpt session.

This issue was referenced by be4b3c64ad

This issue was referenced by be4b3c64ad76a4bf12ac1cbcd948f8d9bc7be20e
Member

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Thomas Dinges added this to the 2.83 LTS milestone 2023-02-08 16:38:06 +01:00
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
6 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#74694
No description provided.