Geometric node UV calculation error #89888
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Reference: blender/blender#89888
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System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: Quadro RTX 4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89
Blender Version
Broken: version: 2.93.1, branch: master, commit date: 2021-06-22 05:57, hash:
1b8d33b18c
Worked: (newest version of Blender that worked as expected)
Short description of error
[Please fill out a short description of the error here]
Exact steps for others to reproduce the error
[Please describe the exact steps needed to reproduce the issue]
[Based on the default startup or an attached .blend file (as simple as possible)]
2021-07-16 11-30-00.mp4
untitled.blend
Added subscriber: @SensArice
The values are the same, but display and rendering errors
what?one attribute and two attribute Different?
Added subscribers: @HooglyBoogly, @JacquesLucke, @lichtwerk
Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Yep, you have to do your manipulations on the temporary vector/attribute and only in the end write back to UVMap as a 2DVector.
Not sure about the internals, but I assume you should never write with the usual attribute nodes (it all turns into 3DVectors) to the 2D UV directly (only after explicit conversion to 2D -- in the end usually).
@JacquesLucke , @HooglyBoogly this is expected behavor, right?
Note sure if has the same roots as #85962 (Many Nodes (Join geometry, Boolean, Object Info?) and realizing instances remove UVs (output float2, not MLoopUV).).
It's a bit different than that other task. The main issue here is that we don't have nodes that can write to 2D vectors, or 2D vectors as a socket type. I think we should do all of that at some point, maybe as part of a larger effort at making geometry nodes work better for UVs/2D vectors.
Well, the
Attribute Convert
with Type2D Vector
can, and it works perfectly fine (as long as you dont dare writing to UVs without it or prior to it).This works in rendering as well (that is why I am also a bit confused why this is not also possible internally for #85962?)
I think this is in fact a duplicate of #85962. Fortunately, there is an easy workaround now. Instead of using the UV Map node in the shader, just use an Attribute node.
Closed as duplicate of #85962
Added subscriber: @JanKaderabek
@HooglyBoogly @JacquesLucke
Guys please stop saying using Attribute node in a shader is a workaround, because it is not - this is not just about being able to render the resulted mesh in Blender, but about preventing all the mesh data so it can be for example exported into another tool / game-engine etc.
Also many addons relies on custom shaders which can work only with UV Maps (and other legacy data), then this "workaround" won't work at all.