Fix #114657: Color attribute from applied GN modifier not active #114699

Closed
Philipp Oeser wants to merge 1 commits from lichtwerk/blender:114657 into main

When changing the target branch, be careful to rebase the branch in your fork to match. See documentation.
Member

Originally caused by 6514bb05ea.

One more cases where the active/default color attributes were not set
correctly was when a geometry nodes modifier was applied that was
storing named color attribute(s) [and that results in an color attribute
where previously none existed].

In this case, make the fist color attribute found active/default.

Similar to acfafeed88.

Originally caused by 6514bb05ea. One more cases where the active/default color attributes were not set correctly was when a geometry nodes modifier was applied that was storing named color attribute(s) [and that results in an color attribute where previously none existed]. In this case, make the fist color attribute found active/default. Similar to acfafeed88ee.
Philipp Oeser added 1 commit 2023-11-10 12:18:13 +01:00
a9bcf6763b Fix #114657: Color attribute from applied GN modifier not active
Originally caused by 6514bb05ea.

One more cases where the active/default color attributes were not set
correctly was when a geometry nodes modifier was applied that was
storing named color attribute(s) [and that results in an color attribute
where previously none existed].

In this case, make the fist color attribute found active/default.

Similar to acfafeed88.
Philipp Oeser requested review from Hans Goudey 2023-11-10 12:18:22 +01:00
Philipp Oeser added this to the Modeling project 2023-11-10 12:18:33 +01:00
Philipp Oeser added the
Interest
Geometry Nodes
label 2023-11-10 12:18:43 +01:00
Author
Member

Will retarget the main branch in a bit (not a 4.0 regression, not for bcon4)...

Will retarget the `main` branch in a bit (not a 4.0 regression, not for bcon4)...
Philipp Oeser changed title from Fix #114657: Color attribute from applied GN modifier not active to Fix #114657: Color attribute from applied GN modifier not active 2023-11-10 14:03:05 +01:00
lichtwerk changed target branch from blender-v4.0-release to main 2023-11-10 14:03:10 +01:00
Member

We discussed this in the most recent nodes & physics meeting. We agreed that geometry nodes shouldn't really be concerned with the active status, since that's more UI-data. But that it's reasonable to set the default color attribute when it's created if there isn't already a color attribute. Not sure if that solves everything-- the topic is definitely more complicated than it seems at a glance.

We discussed this in the most recent nodes & physics meeting. We agreed that geometry nodes shouldn't really be concerned with the active status, since that's more UI-data. But that it's reasonable to set the default color attribute when it's created if there isn't already a color attribute. Not sure if that solves everything-- the topic is definitely more complicated than it seems at a glance.
Author
Member

But that it's reasonable to set the default color attribute when it's created if there isn't already a color attribute.

That is all this PR does.

Not sure if that solves everything-- the topic is definitely more complicated than it seems at a glance.

Not sure if I understand correctly: handling active status in GN in any other way is out of scope of this PR (this is just for having something active after applying the modifier). Does this mean this PR has green light?

> But that it's reasonable to set the default color attribute when it's created if there isn't already a color attribute. That is all this PR does. > Not sure if that solves everything-- the topic is definitely more complicated than it seems at a glance. Not sure if I understand correctly: handling active status in GN in any other way is out of scope of this PR (this is just for having something active after applying the modifier). Does this mean this PR has green light?
Member

That is all this PR does.

This PR is setting the active color attribute, not just the default.

It's also setting the strings when applying the modifier. What we discussed was doing that in the store named attribute node. To me it seems nice if we try to keep applying modifiers from changing geometry as much as possible.

>That is all this PR does. This PR is setting the active color attribute, not just the default. It's also setting the strings when applying the modifier. What we discussed was doing that in the store named attribute node. To me it seems nice if we try to keep applying modifiers from changing geometry as much as possible.
Author
Member

That is all this PR does.

This PR is setting the active color attribute, not just the default.

Ah, facepalm... OK, lets not mess with active, just default (could update the PR)

It's also setting the strings when applying the modifier. What we discussed was doing that in the store named attribute node. To me it seems nice if we try to keep applying modifiers from changing geometry as much as possible.

What does "also" mean here? Is there a way to set it other then via the strings?
Does this mean the store named attribute attribute node should get an option "Make default" if it stores a color? What should happen if this option is true for multiple of those nodes?

> >That is all this PR does. > > This PR is setting the active color attribute, not just the default. Ah, facepalm... OK, lets not mess with active, just default (could update the PR) > It's also setting the strings when applying the modifier. What we discussed was doing that in the store named attribute node. To me it seems nice if we try to keep applying modifiers from changing geometry as much as possible. What does "also" mean here? Is there a way to set it other then via the strings? Does this mean the `store named attribute` attribute node should get an option "Make default" if it stores a color? What should happen if this option is true for multiple of those nodes?
Member

What does "also" mean here? Is there a way to set it other then via the strings?

I guess "also" wasn't right. I mean it's just better to do it implicitly in the store named attribute node than it is to do it when applying the modifier. Ideally applying the modifier just moves the evaluated mesh to the original mesh, it shouldn't be a place for arbitrary operations IMO.

>What does "also" mean here? Is there a way to set it other then via the strings? I guess "also" wasn't right. I mean it's just better to do it implicitly in the store named attribute node than it is to do it when applying the modifier. Ideally applying the modifier just moves the evaluated mesh to the original mesh, it shouldn't be a place for arbitrary operations IMO.
Author
Member

OK, time to step down I guess, will need some other solution then.

OK, time to step down I guess, will need some other solution then.
Philipp Oeser closed this pull request 2023-11-15 14:27:55 +01:00

Pull request closed

Sign in to join this conversation.
No reviewers
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
2 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#114699
No description provided.