GPU Subivsion behaves different in Blender 3.2 #98717
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Reference: blender/blender#98717
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System Information
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15
Blender Version
Broken: version: 3.2.0, branch: master, commit date: 2022-06-08 10:22, hash:
e05e1e3691
Worked: 3.1.2
Short description of error
GPU Subivsion behaves different in Blender 3.2
Exact steps for others to reproduce the error
UPDATE
It's caused by a different behavior of the GPU subivsion between 3.1.2 and 3.2.
Not sure if this a bug or intended than GPU subivsion is affacting geo nodes different in 3.2 compared to 3.1.2
ORIGINAL DESCRIPTION:
Open the attached file in 3.1 and 3.2.
You will see that you are getting a different result:
scatter test.blend
3.1
3.2
Scatter is done with Scatter 5.1 in Blender 3.1.2
The author of Scatter said that this is a Blender issue, if the behavior of the geometry nodes are changed by the Blender devs.
Added subscriber: @Rincewind3D-1
Added subscriber: @BD3D
Couldn't reproduce it, got the exact same render in 3.1.2 or 3.2{F13141292}
PS: this is using a geometry node "uber-nodetree" while disabling the related plugin, blender devs prefer a more isolated case with only the potential problematic nodes, otherwise they have too much nodes to dig into. While this looks indeed like a blender related issue maybe related to your hardware?,, please contact me first before doing any report related to creations, we'll make sure to present an isolated case to the developers
Update:
This is not a geometroy node or scatter issue.
If I disable in 3.1.2 gpu subivision it's looking in 3.1.2 exactly like in 3.2
In 3.2 enabling or disabling gpu subdivison does not have an affact of the result.
Not sure which Blender version is now working as intended.
Scatter result differs vom 3.1 to 3.2to GPU Subivsion behaves different in Blender 3.2Added subscriber: @lichtwerk
Would assume 3.2 is actually more correct here?
Will check when this changed
Yes, I guess also that 3.2 may be more correct here, but that’s not helping for backwards compatibility.
I think it could be a bugfix which introduced a breaking change.
After some investigation I figured out that in Blender 3.1.2 the subdivision modifier with gpu creaes real geometry,
while in 3.2 only normals are created:
blender_w9wujimMKk.mp4
Subdivision modifier behavior matrix
Added subscriber: @mano-wii
Changed status from 'Needs Triage' to: 'Archived'
From what I can see, the 3.1 that is broken here.
Geometry Nodes Modifier is ignoring the Subdivision modifier there.
3.1 is not LTS and since 3.2 has been released, I don't think 3.1 will have any more bug fixes.
Also, with the current GM nodes, unfortunately we can't do a trivial versioning here :\
I don't see many options, so I'm archiving the report as the bug is already resolved.
We just posted simultanly. Please check my latest post.
I'm not sure if Blender 3.2 behaves as it should.
If the GPU version should behave like CPU version, 3.2 should not genrate normals with subdivison.
I also think that the "bug" from 3.1 is a nice feature.
Maybe the subdivison modifier could get a checkbox to let geometry nodes affact the geometry from subdivision, but this time with the same behaviour as for GPU and CPU ;)
@Rincewind3D-1, thanks for the information.
As this is a different problem, it deserves a different report.
Done: #98735 (GPU Subdivision displays the normal overlay of the generated mesh vertices and loops)
The original issue (different behavior of 3.2/3.2) changed in
a9b94e5f81
btw. so yeah, no bug here, 3.1 was just wrong (and there seems to be no point in keeping backward compatibility for buggy behavior)