Improve integration of generic attributes #89054
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Reference: blender/blender#89054
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Broadly speaking, Blender has two different kinds of attributes currently.
Since generic attributes were rarely used, they are not supported by many features in Blender. In particular, most modifiers do not support them. Also, Eevee is still lacking support for using generic attributes for shading while Cycles got support recently. Modifiers and Eevee are however supporting many of the task specific attributes when appropriate.
The problem now is that e.g. the Displace modifier does support vertex groups but not generic attributes. It is very reasonable to assume that it should support generic attributes (e.g. generated by geometry node) as well. The situation is made worse by the fact that geometry nodes sometimes has to convert task-specific to generic attributes, breaking usages of the attribute further down the line.
Below are some possible short- and long-term solutions with pros and cons. Feel free to add more possible solutions and arguments to the list.
(A) Support task-specific and generic attributes everywhere.
Pros:
Cons:
(B) Drop task-specific and use only use generic attributes.
Pros:
Cons:
(C) New node for converting generic to task-specific attributes.
Pros:
Cons:
(D) Eagerly convert generic to task-specific attributes automatically.
This means that e.g. after the geometry nodes modifier is done, all attributes fulfilling some criteria will be converted to task-specific attributes.
The criteria could be that the attribute exist on the original data and has not changed the data type.
Pros:
Cons:
(E) Lazily convert generic to task-specific attributes automatically.
This means that e.g. modifiers will convert data into the format they support automatically.
Pros:
Cons:
I do not have a strong opinion on what the right approach is, feedback is welcome.
Added subscriber: @JacquesLucke
#90431 was marked as duplicate of this issue
#87590 was marked as duplicate of this issue
#88905 was marked as duplicate of this issue
#89091 was marked as duplicate of this issue
Added subscriber: @bent
Added subscriber: @someuser
i am biased to: (B) Drop task-specific and use only use generic attributes:
vertex groups are basically a selection right, which means after planning how selection attributes should work, it in theory possible to port ancient vertex groups workflow to more generic selection workflow (for example replace vertex group list in the gui and expose selection attributes list there)
also i think with 3.0 is fine to break compatibility
Added subscriber: @GeorgiaPacific
Added subscribers: @blendersamsonov, @PratikPB2123
Added subscriber: @eliassuzumura
Added subscribers: @EvaVomhoff, @ankitm
Added subscriber: @dr.sybren
My two cents:
Solution (B)can also be implemented after(A); after all, once the modifiers support generic attributes, making support only generic attributes should be relatively straight-forward.
Added subscribers: @FrankieHobbins, @HooglyBoogly, @lichtwerk
Added subscriber: @Aeraglyx
Just noting here that recently we've mostly aligned a combination of A and B. A in the short term and B in the longer term.
Edit mode's capabilities for editing generic attributes will be improved, and sculpt and paint modes should allow painting generic color attributes.
In the longer term, there have been discussions about an "Attribute Edit" mode, though that is less defined.
For compatibility during the transition, #91379 should help.
Improve integration of generic attributes.to Improve integration of generic attributesChanged status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @Limarest
While the plan of eventually making every attribute generic is nice, please don't forget about export formats compatibility. Users will still need a way to define which attributes to export with the geometry, and there is no mention of that in the description. Plan B not only breaks some scripts, but removes any way for a user to use these attributes outside Blender, so I think it should be mentioned that export operators refactoring will also be necessary for the system to work as a complete pipeline
Yeah, that's mentioned briefly in the 3.1 targets task, #93203. I agree that it's important.
Added subscriber: @Yuro
Added subscriber: @hzuika
Added subscriber: @JamellMoore
what attributes are already generic, and which ones still need to be changed? I think it would good idea to have them all link back to a central place to we could track the development progress.
(perhaps there is one but I can't find it and the 'Move bevel weight to generic attribute' tast doesn't link back to anything)