Maniphest T76386

Masking with MultiRes is inconsistent across all subdiv levels by having the mask saved to individual levels and the 0 subdiv level not having a mask at all
Closed, ResolvedBUG

Assigned To
Sergey Sharybin (sergey)
Authored By
Kenn Nyström (Frozen_Death_Knight)
May 3 2020, 10:33 PM
Tags
  • BF Blender
  • Sculpt, Paint & Texture
Subscribers
Germano Cavalcante (mano-wii)
Kenn Nyström (Frozen_Death_Knight)
Mark Koczwara (KidTempo)
Regnas (Regnas)
Sergey Sharybin (sergey)

Description

System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50

Blender Version
Broken: version: 2.90 (sub 0), branch: master, commit date: 2020-04-30 20:00, hash: rB03f4d20bcf7f

Short description of error
Masking is not visible on the level 0 mesh with MultiRes added to the object. Also, the mask is saved on every single subdiv level individually, so if you clear the mask at a lower level the mask will still be there on every level above it (i.e. removing the mask at level 3 will have the mask still present at level 4 and up, etc., etc.).

Exact steps for others to reproduce the error

  1. Take a cube and subdivide it.
  1. Go down to level 0 and try to mask the mesh, which will be completely invisible. Then pick any subdiv level above it and mask.
  1. Remove the mask at a lower subdiv above level 0 and then move up one level. The mask should still be there.
  1. Repeat 3) until you reach the highest subdiv level.

Event Timeline

Kenn Nyström (Frozen_Death_Knight) created this task.May 3 2020, 10:33 PM
Kenn Nyström (Frozen_Death_Knight) updated the task description.
Kenn Nyström (Frozen_Death_Knight) updated the task description.
Eitan Traurig (EitanSomething) added a project: Sculpt, Paint & Texture.May 3 2020, 11:00 PM
Germano Cavalcante (mano-wii) changed the task status from Needs Triage to Confirmed.May 4 2020, 5:07 PM
Germano Cavalcante (mano-wii) changed the subtype of this task from "Report" to "Bug".
Germano Cavalcante (mano-wii) added a subscriber: Germano Cavalcante (mano-wii).

I can confirm that the mask does not propagate in the next subdivision levels.

But I cannot reproduce the problem described in item 2:

  1. Go down to level 0 and try to mask the mesh, which will be completely invisible
Mark Koczwara (KidTempo) added a subscriber: Mark Koczwara (KidTempo).May 5 2020, 8:07 AM
Sergey Sharybin (sergey) claimed this task.May 12 2020, 3:34 PM
Sergey Sharybin (sergey) added a subscriber: Sergey Sharybin (sergey).

Propagaiton is easiest to be implemented by me.

Level 0 wouldn't be affected by thew propagation. In fact, quite sure mask on level 0 totally separate from mask on multires levels.

Sergey Sharybin (sergey) mentioned this in rB23fd95458c26: Multires: Fix wrong or missing mask propagation.May 13 2020, 12:13 PM
Sergey Sharybin (sergey) added a comment.May 13 2020, 12:15 PM
This comment was removed by Sergey Sharybin (sergey).
Sergey Sharybin (sergey) closed this task as Resolved.May 13 2020, 12:17 PM

Eeeeh, the phabricator didn't put the entire comment. Re-typing the reply again.

So the fix propagation has been committed. Would suggest to test everything again with a newer build. If there are still some issues in there submit them one per report.

For the level 0 I think this was bout drawing mask on multires, then going to level 0 which will not have the mask. This is how the current design work (as I've mentioned before multires and non-multires masks are separate). This is not considered a bug.

Kenn Nyström (Frozen_Death_Knight) added a comment.EditedMay 13 2020, 8:14 PM

@Sergey Sharybin (sergey) Okay, but what makes masking so unique that it can't be propagated from level 0 and up? Face Sets is a brand new feature yet it propagates its colours to every level, including level 0. I know that in ZBRush it works the same way with the mask propagating from the base mesh up to the highest subdiv level. I honestly think it would be a good idea to at least consider it as a known issue if you are not going to mark it as a bug.

Regnas (Regnas) added a subscriber: Regnas (Regnas).May 14 2020, 5:08 AM
In T76386#930609, @Sergey Sharybin (sergey) wrote:

This is how the current design work (as I've mentioned before multires and non-multires masks are separate). This is not considered a bug.

Ok. But this behavior is not desirable at all, and certainly feels like a glitch. So I hope it can be changed at some point in the future.

Sergey Sharybin (sergey) added a comment.May 14 2020, 9:17 AM

Face Sets were likely designed keeping propagation from level 0 all the way in mind. This is not how mask was initially implemented,
It is surely always possible to upgrade existing designs, but this happens outside of the bug tracker.

Kenn Nyström (Frozen_Death_Knight) added a comment.EditedMay 17 2020, 12:43 AM

@Sergey Sharybin (sergey) I have had the chance to test MultiRes masking with the bug fix patch now. Although it is better, masking is still not fixed properly. Here is a video demonstration showing that deleting the mask does not actually remove the entire mask from all subdiv levels by having mask artefacts remaining at the edges of your mask:

When you delete a mask, it should be deleted completely across all levels. Until this is fixed, my bug report remains valid.

Sergey Sharybin (sergey) added a comment.May 18 2020, 9:26 AM

Please submit new report for that.

Kenn Nyström (Frozen_Death_Knight) added a comment.May 18 2020, 5:41 PM

@Sergey Sharybin (sergey) Done.

https://developer.blender.org/T76862

Kenn Nyström (Frozen_Death_Knight) updated the task description.May 18 2020, 5:44 PM
Edvard Svensson (EdvardS) added a subscriber: Edvard Svensson (EdvardS).Sep 4 2022, 5:37 PM
Edvard Svensson (EdvardS) removed a subscriber: Edvard Svensson (EdvardS).Sep 4 2022, 5:41 PM