Multiresolution sculpting broken after change in base geometry #95557
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Reference: blender/blender#95557
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System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.1.2 30.0.14023.3004
Blender Version
Broken: version: 3.1.0 Beta, branch: master, commit date: 2022-02-05 23:52, hash:
59a8bdd48c
The file was created at 3.1.0, but the model in 3.0.1 also has the same problem.
Short description of error
after deleting edges from a loop and recreating them in a different arrangement, some parts of the model cannot be sculpted with multiresolution on.
Exact steps for others to reproduce the error
In a model with multiresolution, I deleted and recreated some edges of the topology and this broke the sculpt mode of the multiresolution:
I splited the model in some parts trying to remove the defective part, but this only changed the areas the bug was occuring, and I also tried to re-sort the vertices of the model, which had the same effect
In this video, the upper part of the leg is sculptable, but the rest of the leg is not
2022-02-06 14-33-33.mp4
This model is from a commission so I had to fair the upper part of it
broken multires.blend
Added subscriber: @Diogo_Valadares
#100972 was marked as duplicate of this issue
Added subscriber: @DarkKnight
Added subscriber: @OmarEmaraDev
Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
I can replicate the issue. While I think generally Multiresolution will not work well if the base mesh was edited destructively or additively, in my tests, sculpting still worked on those cases. So there might be an issue somewhere.
I really think there is something off with multires in 3.1, I remade the whole multiresolution and took care to not change the topology of the model, and I still got a problem.
I just tried to bake the multiresolution in 3.1 and it crashed the same way the broken one did. I then tried to do the same in 3.0 and It baked, but the result was this:
this one was done with 0 subdivisions in viewport
and this one was with one subdivision in viewport
in all the time I used multiresolution I never have seen stuff like this, even in the ones I edited the base mesh adding and deleting polygons.
For now the workaround I found is applying the multiresolution, then adding a multiresolution and unsubdividing it. the base mesh will probably be slightly different, but close enough.
Changed status from 'Needs Developer To Reproduce' to: 'Needs User Info'
By crashed, you mean Blender suddenly closed? If that's the case, can you attach the crash log as described in https://docs.blender.org/manual/en/latest/troubleshooting/crash.htm?
And does the 3.2 daily build work? https://builder.blender.org/download/daily/
Changed status from 'Needs User Info' to: 'Needs Triage'
I think there may be more than one bug interacting here and it may not be related to the original bug in the thread.
in 3.0 the baked texture is grey as described, BUT, after switching between object mode->edit->object->sculpt->object it started baking as usual, also in 3.0 some of the 3.1 models are not being shaded until the previous process is done or until the area is sculpted. I'd guess it's because of the normal changes that were done in 3.1
in 3.1 when I bake it closes blender but It doesn't give me a .crash file. Debug log gives me:
in 3.2 it magically bakes with no problem whatsoever
I'm not sure if I should open another bug report for this since this one may not be directly related to the multiresolution problem.
@Diogo_Valadares If it is a different issue under different circumstances, then yes, you should create a new report for this issue.
It is good that it works in 3.2, if we can reproduce the issue reliably we can find the commit that fixes the issue and put it in version 3.1 before release.
Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Added subscriber: @lichtwerk
report for the crash is #95672 (Crash: baking normals from multires in 3.1 (fixed in 3.2))
Added subscribers: @spacepets4, @TheRedWaxPolice