Add operators to convert generic attributes into task specific data (UVLayers, etc) #91379
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opened 2021-09-13 15:16:20 +02:00 by Simon Thommes
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Reference: blender/blender#91379
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There should be an operator to convert a generic attribute to a task-specific one.
Explanation
With the functionality to manage generic attributes on a geometry there is a need to edit this data manually. This is currently not yet possible and will be a longer standing goal for a while.
Combined with the fact that there are separate namespaces for the different legacy attribute types causing name collisions very easily, there is a need to convert generic attributes into task-specific attributes that Blender understands within their context.
Example
A geonodes modifier is applied on a bush scattering leaves
Added subscriber: @SimonThommes
Expose operators to convert generic attributes into task specific data (UVLayers, etc.)to Add operators to convert generic attributes into task specific data (UVLayers, etc)Added subscriber: @HooglyBoogly
I like this idea. It means we can solve the generic attribute problem properly, but there would be a workaround in the meantime.
It would be helpful if this task defined a list of conversions that would be helpful. I'll start out with a guess maybe?
What are the other essential ones?
The only other one I'd consider essential would be:
Then nice to have would be:
Nice could also be conversion on the edge domain:
Might be personal preference, but I don't consider face maps as important.
But in general I don't think we should necessarily enforce specific data types or domains for the conversions.
Added subscriber: @JanKaderabek
Added subscriber: @nick-nieuwoudt
This sounds like a good solution I think It would address a majority of at least the dealbreakers i have been hitting with geo nodes.
Added subscriber: @Limarest
Does this design task also takes into consideration making it possible to output UVs and vertex colors from geo nodes?
For example, when exporting geo nodes meshes?
Added subscriber: @GeorgiaPacific
Added subscriber: @Yuro
Added subscriber: @qbicksan
Added subscriber: @davidnr
Tried building with diff and the conversion doesn't seem to work right now, newly created attribute is pitch black. Also, for some reason attribute disappears when converted to a vertex group, which doesn't happen in other cases
Please check the video:
blender_4Tfsg9lUOL.mp4
The file:
VertexColorTransferTest.blend
You'll probably have to apply the modifier in that case-- writing to a vertex color will still make it into a generic attribute, this patch doesn't change that.
It's not shown in the video, but I also tried converting to a vertex group and a UV map, which also didn't work. Maybe I am doing something wrong, idk
The operator in the patch only works on "applied geometry". The modifier just overwrites the existing attribute. You can see that by applying the modifier again.
I did find that there are issues when sculpt vertex colors are enabled. That's because of how
node_shader_gpu_vertex_color
is implemented currently.This issue was referenced by
f6888b530a
Added subscriber: @Mallta
Changed status from 'Needs Triage' to: 'Resolved'
Added subscriber: @Ezeon