Hiding geometry does not restrict texturing in certain situations (e.g. hiding facesets in sculptmode) #97816

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opened 2022-05-03 16:14:23 +02:00 by CHET · 10 comments

System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15

Blender Version
Broken: version: 3.1.2, branch: master, commit date: 2022-03-31 17:40, hash: cc66d1020c

Short description of error
Hidden geometry does not restrict the Fill brush.
To limit the fill, you need to make the surface inactive, whether it is hidden or not.

Exact steps for others to reproduce the error
vivaldi_g4G3P1kjHh.mp4

**System Information** Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15 **Blender Version** Broken: version: 3.1.2, branch: master, commit date: 2022-03-31 17:40, hash: `cc66d1020c` **Short description of error** Hidden geometry does not restrict the Fill brush. To limit the fill, you need to make the surface inactive, whether it is hidden or not. **Exact steps for others to reproduce the error** [vivaldi_g4G3P1kjHh.mp4](https://archive.blender.org/developer/F13049408/vivaldi_g4G3P1kjHh.mp4)
Author

Added subscriber: @cheteron

Added subscriber: @cheteron

#97814 was marked as duplicate of this issue

#97814 was marked as duplicate of this issue

#90270 was marked as duplicate of this issue

#90270 was marked as duplicate of this issue
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Added subscribers: @JulienKaspar, @lichtwerk

Added subscribers: @JulienKaspar, @lichtwerk
Member

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Member

Can confirm the behavior.
This will probably not be considered a bug though (or could it?, see below), editmode selection is still considered the primary source for conversion to paint mask upon modeswitch.
Lets have a look at editmode first (and examine sculptmode later)
It is not even visibility in editmode that determines paintmask, it is always selection.
For example, take this cube:
image.png

  • three faces hidden
  • two of the remaining three faces selected
  • switch to texture paint mode
  • result: you can paint on two of the three faces

@JulienKaspar : the relevant current discussion about this seems to take place here https://devtalk.blender.org/t/paint-mode-design-discussion-feedback/24243, has there been any thought on coupling visibility (rather than - or on top of - selection)

Or... now that I am thinking more... could it be considered a bug that we have something recognized as selected even though it is invisible (I am talking about the "fail" of the sculptmode scenario desribed in the report)?
That might very well be the case, this kind of violates the "not visible = not selected" paradigm of blender.

Can confirm the behavior. This will probably not be considered a bug though (or could it?, see below), editmode selection is still considered the primary source for conversion to paint mask upon modeswitch. Lets have a look at editmode first (and examine sculptmode later) It is not even **visibility** in editmode that determines paintmask, it is always selection. For example, take this cube: ![image.png](https://archive.blender.org/developer/F13060365/image.png) - three faces hidden - two of the remaining three faces selected - switch to texture paint mode - result: you can paint on two of the three faces @JulienKaspar : the relevant current discussion about this seems to take place here https://devtalk.blender.org/t/paint-mode-design-discussion-feedback/24243, has there been any thought on coupling visibility (rather than - or on top of - selection) Or... now that I am thinking more... could it be considered a bug that we have something recognized as selected even though it is invisible (I am talking about the "fail" of the sculptmode scenario desribed in the report)? That might very well be the case, this kind of violates the "not visible = not selected" paradigm of blender.
Member

Yes this is not an ideal behaviour. But I think Texture Paint mode was not made with visibility in mind but instead with edit mode selection, like you said.

For the implementation of the new Paint Mode it would take the visibility of the mesh into account for every operation. This is already how it works in Sculpt Mode.
So I would leave this as a known issue for now since Texture Paint mode will be replaced by the new mode.

Yes this is not an ideal behaviour. But I think Texture Paint mode was not made with visibility in mind but instead with edit mode selection, like you said. For the implementation of the new Paint Mode it would take the visibility of the mesh into account for every operation. This is already how it works in Sculpt Mode. So I would leave this as a known issue for now since Texture Paint mode will be replaced by the new mode.
Member

Changed status from 'Needs Developer To Reproduce' to: 'Confirmed'

Changed status from 'Needs Developer To Reproduce' to: 'Confirmed'
Philipp Oeser changed title from Hiding geometry does not restrict texturing bug to Hiding geometry does not restrict texturing in certain situations (e.g. hiding facesets in sculptmode) 2022-05-09 11:00:40 +02:00
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Added subscribers: @SimonThommes, @PratikPB2123

Added subscribers: @SimonThommes, @PratikPB2123
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Added subscriber: @OmarEmaraDev

Added subscriber: @OmarEmaraDev
Philipp Oeser removed the
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label 2023-02-10 09:11:29 +01:00
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Reference: blender/blender#97816
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