Regression: Converting a curve to mesh does not take the use of a bevel object into account when you have Keep Original checked in the Redo Panel. #65295
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Reference: blender/blender#65295
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System Information
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86
Blender Version
Broken: version: 2.80 (sub 72), branch: blender2.7, commit date: 2019-05-29 18:17, hash:
fee600f479
Worked: version 2.79
Short description of error
**EDIT:**Converting a curve to mesh does not take the use of a bevel object into account, when you have Keep Original checked in the Redo Panel.
Exact steps for others to reproduce the error
Results in the "path" curve being converted to mesh, not the generated mesh from using the "bevel object" as it happens in version 2.79.bold text
Added subscriber: @mjunk
#65658 was marked as duplicate of this issue
Regression: Converting a curve to the mesh does not take the use of a bevel object into account.to Regression: Converting a curve to mesh does not take the use of a bevel object into account.Added subscriber: @MarcinTwarowski
I tested it and it worked as expected. Here's a test file: curve_bevel_to_mesh.blend
EDIT: When "Keep original" is selected it indeed converts to mesh ignoring the bevelling.
Regression: Converting a curve to mesh does not take the use of a bevel object into account.to Regression: Converting a curve to mesh does not take the use of a bevel object into account when you have Keep Original checked in the Redo Panel.You are right it works as expected unless you have Keep Original checked in the Redo Panel - I updated the description.
Thanks.
I reported a related bug: #65301
Added subscribers: @morphy76, @mont29, @tomjk
Added subscriber: @Sergey
Lost a lot of time in muddy waters here, think that first patch should be valid anyway (makes no sense without it really to take care of bevel/taper objects at all in
curve_to_mesh_eval_ensure()
?):P1001: (An Untitled Masterwork)
However, even though the one above partially solves reported issue, there are other similar cases that it cannot address, especially when curve has some modifiers, those are totally lost, when you keep original.
The root of the issue is that convert operator expects to work on fully evaluated data, it even has a call at its start to ensure that. But when keeping original objects, we are actually working on (converting) copies of the objects, which have no runtime data at all! Following patch is a very brute force approach to solve it, it is working and presumably safe-ish, but very inefficient:
P1000: (An Untitled Masterwork)
It is certainly possible to refactor the infamous
convert_exec()
to do a first loop and duplicate objects it needs to, then do a single deg update, then perform actual conversion, but, besides this being more risky (code there is not exactly straightforward), I’d rather first get agreement that this is the way to go…@Sergey another nice can of worms for you to chime in. ;)
@mont29, don't think i have much to add, unfortunately.
Don't do P1001, the indirect dependencies might not be ready yet. While this might not be a problem here, it will backfire sooner than later. This function is supposed to be called from a fully evaluated state, violation of that is on shoulders of a caller.
I like the idea of separating duplication and conversion, but indeed this could be tricky.
Think is all boiling down to how much overflowing your task list is. I can not think of a simpler fix here, or a fix which has less runtime penalty, and i can live with P1000 for the time being.
P.S. In the ideal world we also wouldn't modify scene's mask and only tag specific objects, to avoid too much re-evaluation, and heavy layers like vertex weights being permanently on all objects after Convert operator. But think your patch doesn't change this, this operator already leaves all the extra layers after its done?
@Sergey thanks, I’ll just go with P1000 then, yes. Besides time considerations, refactoring more convert to is not to be done now, we are too close to 2.80, and would rather solve issues rather than creating new ones! :P
Regarding leaving mesh in 'heavy' state, yes, that’s already the case, operator does not do any cleanup (it just restores scene's data layers mask to orig value, so I guess we'd need to re-run full depsgraph eval once more time to 'clean' things, anyway?).
This issue was referenced by
8aa87972ca
Changed status from 'Open' to: 'Resolved'
Wouldn't work. Modifier stack evaluation does "inclusive" type of a check, not the equality. As in, it checks if there are any missing custom data layers. If all the layers are there nothing will happen.
The only way to force all custom data layers to be gone is to clear evaluated state of all objects and then re-run entire evaluation. This is very heavy.
With some support from dependency graph to do more grained masks adjustments this becomes less heavy, and i think we have all the bits internally. Just matter of exposing some APIs.