Converting to mesh or applying GN modifier destroys UVMap face corner attribute if GN references external object with UVMap of the same name #95614

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opened 2022-02-08 13:28:09 +01:00 by Ludvik Koutny · 13 comments
Contributor

System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76

Blender Version
Broken: version: 3.1.0 Beta, branch: master, commit date: 2022-02-07 22:08, hash: 229d0ace02
Worked: (newest version of Blender that worked as expected)

Short description of error
When object A, containing a GN node network, which outputs Face Corner attribute called "UVMap", references object B through the Object Info node, and the object B has UVMap channel called "UVMap", either applying the GN modifier on object A or converting object A to mesh using bpy.ops.object.convert(target='MESH') operator will cause destruction of the Face Corner attribute called "UVMap". This may be a regression, although I am not sure.

Exact steps for others to reproduce the error

  • Open the attached .blend file:
  • Select the "Object_with_UVMap_Attribute" and note the GN modifier outputting "UVMap" attribute
    • Apply this GN modifier OR
    • Convert "Object_with_UVMap_Attribute" to a mesh using bpy.ops.object.convert(target='MESH') operator

Result: The UVMap attribute is destroyed
Expected: The UVMap attribute appears in the attribute list
AttributeBug3.zip

**System Information** Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76 **Blender Version** Broken: version: 3.1.0 Beta, branch: master, commit date: 2022-02-07 22:08, hash: `229d0ace02` Worked: (newest version of Blender that worked as expected) **Short description of error** When object A, containing a GN node network, which outputs Face Corner attribute called "UVMap", references object B through the Object Info node, and the object B has UVMap channel called "UVMap", either applying the GN modifier on object A or converting object A to mesh using bpy.ops.object.convert(target='MESH') operator will cause destruction of the Face Corner attribute called "UVMap". This may be a regression, although I am not sure. **Exact steps for others to reproduce the error** - Open the attached .blend file: - Select the "Object_with_UVMap_Attribute" and note the GN modifier outputting "UVMap" attribute - Apply this GN modifier **OR** - Convert "Object_with_UVMap_Attribute" to a mesh using `bpy.ops.object.convert(target='MESH')` operator Result: The UVMap attribute is destroyed Expected: The UVMap attribute appears in the attribute list [AttributeBug3.zip](https://archive.blender.org/developer/F12855201/AttributeBug3.zip)
Author
Contributor

Added subscriber: @Rawalanche

Added subscriber: @Rawalanche
Ludvik Koutny changed title from Converting to mesh or applying GN modifier destroys UVMap face corner attribute if GN references external object with UVMap attribute of the same name to Converting to mesh or applying GN modifier destroys UVMap face corner attribute if GN references external object with UVMap of the same name 2022-02-08 13:28:23 +01:00

Added subscriber: @crantisz

Added subscriber: @crantisz

Seems to be a duplicate: https://developer.blender.org/T85962

Seems to be a duplicate: https://developer.blender.org/T85962
Author
Contributor

In #95614#1303995, @crantisz wrote:
Seems to be a duplicate: https://developer.blender.org/T85962

No.

> In #95614#1303995, @crantisz wrote: > Seems to be a duplicate: https://developer.blender.org/T85962 No.

Added subscriber: @mano-wii

Added subscriber: @mano-wii

The node tree is too complex, simplifying it makes it clear where the problem really is, thus avoiding possible unnecessary work for the developers.

When trying to simplify the file, I noticed this crash when applying the GN modifier of the other object:

>	blender.exe!blender::VMutableArrayImpl<blender::vec_base<float,2>>::set_all(blender::Span<blender::vec_base<float,2>> src) Line 220	C++

 	[Inline Frame] blender.exe!blender::VMutableArray<blender::vec_base<float,2>>::set_all(blender::Span<blender::vec_base<float,2>>) Line 973	C++
 	blender.exe!blender::fn::GVMutableArrayImpl_For_VMutableArray<blender::vec_base<float,2>>::set_all(const void * src) Line 485	C++
 	blender.exe!store_computed_output_attributes(GeometrySet & geometry, const blender::Span<OutputAttributeToStore> attributes_to_store) Line 1040	C++
 	blender.exe!store_output_attributes(GeometrySet & geometry, const NodesModifierData & nmd, const blender::nodes::NodeRef & output_node, blender::Span<blender::fn::GMutablePointer> output_values) Line 1067	C++
 	blender.exe!compute_geometry(const blender::nodes::DerivedNodeTree & tree, blender::Span<blender::nodes::NodeRef const *> group_input_nodes, const blender::nodes::NodeRef & output_node, GeometrySet input_geometry_set, NodesModifierData * nmd, const ModifierEvalContext * ctx) Line 1156	C++
 	blender.exe!modifyGeometry(ModifierData * md, const ModifierEvalContext * ctx, GeometrySet & geometry_set) Line 1253	C++
 	blender.exe!modifier_modify_mesh_and_geometry_set(ModifierData * md, const ModifierEvalContext & mectx, Mesh * input_mesh, GeometrySet & geometry_set) Line 721	C++
 	blender.exe!mesh_calc_modifiers(Depsgraph * depsgraph, Scene * scene, Object * ob, const bool use_deform, const bool need_mapping, const CustomData_MeshMasks * dataMask, const int index, const bool use_cache, const bool allow_shared_mesh, Mesh * * r_deform, Mesh * * r_final, GeometrySet * * r_geometry_set) Line 1053	C++
 	blender.exe!mesh_build_data(Depsgraph * depsgraph, Scene * scene, Object * ob, const CustomData_MeshMasks * dataMask, const bool need_mapping) Line 1649	C++
 	blender.exe!makeDerivedMesh(Depsgraph * depsgraph, Scene * scene, Object * ob, const CustomData_MeshMasks * dataMask) Line 1804	C++
 	blender.exe!BKE_object_handle_data_update(Depsgraph * depsgraph, Scene * scene, Object * ob) Line 190	C
 	blender.exe!BKE_object_eval_uber_data(Depsgraph * depsgraph, Scene * scene, Object * ob) Line 354	C
 	[Inline Frame] blender.exe!std::_Func_class<void,Depsgraph *>::operator()(Depsgraph * <_Args_0>) Line 880	C++
 	blender.exe!blender::deg::`anonymous namespace'::evaluate_node(const blender::deg::`anonymous-namespace'::DepsgraphEvalState * state, blender::deg::OperationNode * operation_node) Line 120	C++
 	blender.exe!blender::deg::`anonymous namespace'::deg_task_run_func(TaskPool * pool, void * taskdata) Line 132	C++
 	blender.exe!tbb::internal::function_task<Task>::execute() Line 1060	C++
 	[External Code]

It may be necessary to make a separate report for this crash.

The node tree is too complex, simplifying it makes it clear where the problem really is, thus avoiding possible unnecessary work for the developers. When trying to simplify the file, I noticed this crash when applying the GN modifier of the other object: ```lines=10 > blender.exe!blender::VMutableArrayImpl<blender::vec_base<float,2>>::set_all(blender::Span<blender::vec_base<float,2>> src) Line 220 C++ [Inline Frame] blender.exe!blender::VMutableArray<blender::vec_base<float,2>>::set_all(blender::Span<blender::vec_base<float,2>>) Line 973 C++ blender.exe!blender::fn::GVMutableArrayImpl_For_VMutableArray<blender::vec_base<float,2>>::set_all(const void * src) Line 485 C++ blender.exe!store_computed_output_attributes(GeometrySet & geometry, const blender::Span<OutputAttributeToStore> attributes_to_store) Line 1040 C++ blender.exe!store_output_attributes(GeometrySet & geometry, const NodesModifierData & nmd, const blender::nodes::NodeRef & output_node, blender::Span<blender::fn::GMutablePointer> output_values) Line 1067 C++ blender.exe!compute_geometry(const blender::nodes::DerivedNodeTree & tree, blender::Span<blender::nodes::NodeRef const *> group_input_nodes, const blender::nodes::NodeRef & output_node, GeometrySet input_geometry_set, NodesModifierData * nmd, const ModifierEvalContext * ctx) Line 1156 C++ blender.exe!modifyGeometry(ModifierData * md, const ModifierEvalContext * ctx, GeometrySet & geometry_set) Line 1253 C++ blender.exe!modifier_modify_mesh_and_geometry_set(ModifierData * md, const ModifierEvalContext & mectx, Mesh * input_mesh, GeometrySet & geometry_set) Line 721 C++ blender.exe!mesh_calc_modifiers(Depsgraph * depsgraph, Scene * scene, Object * ob, const bool use_deform, const bool need_mapping, const CustomData_MeshMasks * dataMask, const int index, const bool use_cache, const bool allow_shared_mesh, Mesh * * r_deform, Mesh * * r_final, GeometrySet * * r_geometry_set) Line 1053 C++ blender.exe!mesh_build_data(Depsgraph * depsgraph, Scene * scene, Object * ob, const CustomData_MeshMasks * dataMask, const bool need_mapping) Line 1649 C++ blender.exe!makeDerivedMesh(Depsgraph * depsgraph, Scene * scene, Object * ob, const CustomData_MeshMasks * dataMask) Line 1804 C++ blender.exe!BKE_object_handle_data_update(Depsgraph * depsgraph, Scene * scene, Object * ob) Line 190 C blender.exe!BKE_object_eval_uber_data(Depsgraph * depsgraph, Scene * scene, Object * ob) Line 354 C [Inline Frame] blender.exe!std::_Func_class<void,Depsgraph *>::operator()(Depsgraph * <_Args_0>) Line 880 C++ blender.exe!blender::deg::`anonymous namespace'::evaluate_node(const blender::deg::`anonymous-namespace'::DepsgraphEvalState * state, blender::deg::OperationNode * operation_node) Line 120 C++ blender.exe!blender::deg::`anonymous namespace'::deg_task_run_func(TaskPool * pool, void * taskdata) Line 132 C++ blender.exe!tbb::internal::function_task<Task>::execute() Line 1060 C++ [External Code] ``` It may be necessary to make a separate report for this crash.

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

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

The crash seems random, and it's been very time consuming trying to simplify the file. So I'm confirming it the way it is.

The crash seems random, and it's been very time consuming trying to simplify the file. So I'm confirming it the way it is.
Member

Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke
Member

Is this still an issue after 7313a84c5a?

Is this still an issue after 7313a84c5a?
Author
Contributor

In #95614#1304812, @mano-wii wrote:
The node tree is too complex, simplifying it makes it clear where the problem really is, thus avoiding possible unnecessary work for the developers.
It may be necessary to make a separate report for this crash.

Every time before I report a bug, I try to reproduce it on a fresh simple scene from scratch. I send stripped down production scenes only when I fail to reproduce it from scratch. This time I failed, because I could not figure out what exactly was responsible for this behavior.

> In #95614#1304812, @mano-wii wrote: > The node tree is too complex, simplifying it makes it clear where the problem really is, thus avoiding possible unnecessary work for the developers. > It may be necessary to make a separate report for this crash. Every time before I report a bug, I try to reproduce it on a fresh simple scene from scratch. I send stripped down production scenes only when I fail to reproduce it from scratch. This time I failed, because I could not figure out what exactly was responsible for this behavior.

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Germano Cavalcante self-assigned this 2022-02-10 13:39:49 +01:00

In #95614#1304950, @JacquesLucke wrote:
Is this still an issue after 7313a84c5a?

I can no longer replicate the reported problem or the crash, so it appears the bug has been fixed already.

> In #95614#1304950, @JacquesLucke wrote: > Is this still an issue after 7313a84c5a? I can no longer replicate the reported problem or the crash, so it appears the bug has been fixed already.
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Reference: blender/blender#95614
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