multires modifiers makes mesh invisible after leaving sculpting mode #36591

Closed
opened 2013-08-28 07:42:23 +02:00 by mathieu menuet · 7 comments

%%%--- Operating System, Graphics card ---
Linux 64 bit (mageia3), AMD HD7770 (latest catalyst)

- Blender version with error, and version that worked ---

2.68a

- Short description of error ---

after scuplting a 83M Triangle mesh, going back to object mode will make the mesh invisible (viewport performance was very fluid in sculptmode, subdivision level are the same for viewport, sculpt and rendering)

- Steps for others to reproduce the error (preferably based on attached .blend file) ---

I can't attach a blend file because of size.

  • subdivid the cube in edit mode (with 20 to get about 2000 faces)
  • add a mutlires modifier until you have 83M Triangles
  • enter sculpt mode and sculpt a bit
  • return to object mode.

Side notes : Deactivating "outline selected" automatically while entering sculpt mode would be a really nice Idea as it improves performance greatly and many users (even advanced) don't know it. A warning about VBO not activated would help as well. Many of us learned about it while talking on Blenderartists about dynatopo improvements. And many people just stop sculpting because they think the performance are too bad, which is just only due to bad options.

%%%

%%%--- Operating System, Graphics card --- Linux 64 bit (mageia3), AMD HD7770 (latest catalyst) - Blender version with error, and version that worked --- 2.68a - Short description of error --- after scuplting a 83M Triangle mesh, going back to object mode will make the mesh invisible (viewport performance was very fluid in sculptmode, subdivision level are the same for viewport, sculpt and rendering) - Steps for others to reproduce the error (preferably based on attached .blend file) --- I can't attach a blend file because of size. - subdivid the cube in edit mode (with 20 to get about 2000 faces) - add a mutlires modifier until you have 83M Triangles - enter sculpt mode and sculpt a bit - return to object mode. Side notes : Deactivating "outline selected" automatically while entering sculpt mode would be a really nice Idea as it improves performance greatly and many users (even advanced) don't know it. A warning about VBO not activated would help as well. Many of us learned about it while talking on Blenderartists about dynatopo improvements. And many people just stop sculpting because they think the performance are too bad, which is just only due to bad options. %%%
Author

Changed status to: 'Open'

Changed status to: 'Open'

%%%Couldn't make object disappear when leaving sculpt mode here. Maybe it's somehow driver-specific, any chances you might test the issue on NVidia card?

Will answer for side notes:

  • Outline Selected is disabled for objects in sculpt mode for quite a while in the svn already.
  • Warning about VBO is totally unclear. This is totally up to the particular system and particular driver. In some cases enabling VBOs will improve performance, in some other it might make things slower or make blender unusable even (i.e. latest mesa drivers crashes when using VBO and selection buffer). Adding any kind of warning would be misleading in those cases.%%%
%%%Couldn't make object disappear when leaving sculpt mode here. Maybe it's somehow driver-specific, any chances you might test the issue on NVidia card? Will answer for side notes: - Outline Selected is disabled for objects in sculpt mode for quite a while in the svn already. - Warning about VBO is totally unclear. This is totally up to the particular system and particular driver. In some cases enabling VBOs will improve performance, in some other it might make things slower or make blender unusable even (i.e. latest mesa drivers crashes when using VBO and selection buffer). Adding any kind of warning would be misleading in those cases.%%%

%%%I have seen a few of those reports with mesh artifacts after leaving sculpt mode and I think I have a lead to the cause. For sculpt mode, usually one vertex buffer per leaf node is allocated, while in object mode, one vertex buffer is allocated for the entire mesh. What this comes down to is that we may be hitting vertex buffer size limits outside sculpt mode, while a mesh can work perfectly fine inside sculpt mode. What might work is querying OpenGL for this limit and using more than one buffer to draw the object if using just one is impossible.%%%

%%%I have seen a few of those reports with mesh artifacts after leaving sculpt mode and I think I have a lead to the cause. For sculpt mode, usually one vertex buffer per leaf node is allocated, while in object mode, one vertex buffer is allocated for the entire mesh. What this comes down to is that we may be hitting vertex buffer size limits outside sculpt mode, while a mesh can work perfectly fine inside sculpt mode. What might work is querying OpenGL for this limit and using more than one buffer to draw the object if using just one is impossible.%%%
Author

%%%@Seregey, sorry I guess I wanted to say deactivate outline selected for object linked to the sculpted mesh. Otherwise, the performance drops heavily on leaving sculpt mode. For VBO, I didn't know. For testing on Nvidia hardware, I go back to school in the coming weeks, I'll try to test there.%%%

%%%@Seregey, sorry I guess I wanted to say deactivate outline selected for object linked to the sculpted mesh. Otherwise, the performance drops heavily on leaving sculpt mode. For VBO, I didn't know. For testing on Nvidia hardware, I go back to school in the coming weeks, I'll try to test there.%%%

@Psy-Fi, if i understand you correct, it's a specific of some opengl behavior? Moving yo opengl tracker then..

@Psy-Fi, if i understand you correct, it's a specific of some opengl behavior? Moving yo opengl tracker then..

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sergey Sharybin self-assigned this 2014-04-10 19:02:23 +02:00

Well, not even ogl tracker, just a design limitation of the pbvh. Added a note there http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Sculpting

Well, not even ogl tracker, just a design limitation of the pbvh. Added a note there http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Sculpting
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Reference: blender/blender#36591
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