Maniphest T98845

Access original data from a geometry object
Closed, DuplicateDESIGN

Assigned To
None
Authored By
Jacques Lucke (JacquesLucke)
Jun 13 2022, 3:02 PM
Tags
  • Geometry Nodes
Subscribers
Arye Ramaty (BelgaratTheGrey)
Dorian (BD3D)
Jacob Merrill (blueprintrandom)
Jacques Lucke (JacquesLucke)
Lucas Cayres (lasgcx)
Pauan (Pauan)
Tokens
"Love" token, awarded by hadrien."Love" token, awarded by BD3D.

Description


(mockup by aryeramaty)

Reasons for why we might not want to have this:

  • We are thinking about removing the idea of "original data" in favor of having "edit mode nodes". This is a node that outputs e.g. a mesh that can be edited manually/destructively, without needing a separate object. So a single object could have multiple edit modes, each of which corresponds to a node.
  • Technically it is not necessary to have this functionality, because one can always use two separate objects. The second object just uses an Object Info node to get the data from the first one and then applies more operations.

Event Timeline

Jacques Lucke (JacquesLucke) changed the task status from Needs Triage to Confirmed.Jun 13 2022, 3:02 PM
Jacques Lucke (JacquesLucke) created this task.
Jacques Lucke (JacquesLucke) updated the task description.Jun 13 2022, 3:06 PM
Jacques Lucke (JacquesLucke) updated the task description.
Arye Ramaty (BelgaratTheGrey) added a subscriber: Arye Ramaty (BelgaratTheGrey).Jun 13 2022, 4:09 PM

Interesting.

Regarding the first point :

Do those "Edit mode nodes" accept a mesh as an input(without getting into the "baking evaluated mesh" problem)?
If so, how can one decide if their input is an evaluated mesh or the original mesh data?
Or do you mean more groundbreaking changes that would also deprecate the original edit mode entirely?

Regarding the second point :

The main scenarios I thought of are :

  1. making a tension map
  2. making a sculpt layer - in which you need the original data to transfer the position per UV map coordinates

Sure, one can make those with the current system, the problem/discomfort is when trying to make a distributed asset.

An asset should be a plug-and-play thing.
Without needing to duplicate-linked the mesh or put an additional geo node to keep the original data.

Arye Ramaty (BelgaratTheGrey) added a comment.Jun 30 2022, 10:01 AM

Another thing to note is that including mesh_deform_eval may also be useful. (for deformation modifier only)

Dorian (BD3D) added a subscriber: Dorian (BD3D).EditedSep 15 2022, 3:46 PM

What about a mesh input?
if users wants the raw data, they can simply access bpy.data.meshes

cleaner solution isn't it?

Dorian (BD3D) awarded a token.Sep 15 2022, 3:47 PM
Lucas Cayres (lasgcx) added a subscriber: Lucas Cayres (lasgcx).Sep 21 2022, 3:20 PM
Hadrien Brissaud (hadrien) awarded a token.Sep 23 2022, 3:17 PM
Pauan (Pauan) added a subscriber: Pauan (Pauan).Sep 30 2022, 8:58 AM
Jacob Merrill (blueprintrandom) added a subscriber: Jacob Merrill (blueprintrandom).Oct 31 2022, 7:05 PM

original_vertex.co - evaluated_vertex.co is useful to store displace maps as images for use in VAT

we should create a output context for geometry nodes to bake images and to use these as input later to accelerate stuff using geometry nodes / bake it.

eevee next has GPU displace now, and cycles always had true displace output so it should work in both engines.