Fix #114657: Color attribute from applied GN modifier not active #114699
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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
.Will retarget the
main
branch in a bit (not a 4.0 regression, not for bcon4)...Fix #114657: Color attribute from applied GN modifier not activeto Fix #114657: Color attribute from applied GN modifier not activeWe 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.
That is all this PR does.
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?
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.
Ah, facepalm... OK, lets not mess with active, just default (could update the PR)
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?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.
OK, time to step down I guess, will need some other solution then.
Pull request closed