Generated Texture Coordinate Node In Shader Creates Broken Pattern Upon Applying Subdivision After Armature Modifier #102215

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opened 2022-11-01 19:57:01 +01:00 by Francis Xavier · 14 comments

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15

Blender Version
Broken: version: 3.3.1, branch: master, commit date: 2022-10-04 18:35, hash: b292cfe5a9
Worked: Blender 3.2

Short description of error
When I use the Generated value of a Texture Coordinate node, and have a modifier stack with an Armature above and a Subdivision below, it creates a really weird result broke.blend

Exact steps for others to reproduce the error

  • Check the .blend file and simply activate the Subdivision modifier on the model
    exhibit_1.PNG

exhibit_2.PNG

exhibit_3.PNG

**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15 **Blender Version** Broken: version: 3.3.1, branch: master, commit date: 2022-10-04 18:35, hash: `b292cfe5a9` Worked: Blender 3.2 **Short description of error** When I use the Generated value of a Texture Coordinate node, and have a modifier stack with an Armature above and a Subdivision below, it creates a really weird result [broke.blend](https://archive.blender.org/developer/F13834727/broke.blend) **Exact steps for others to reproduce the error** - Check the .blend file and simply activate the Subdivision modifier on the model ![exhibit_1.PNG](https://archive.blender.org/developer/F13834750/exhibit_1.PNG) ![exhibit_2.PNG](https://archive.blender.org/developer/F13834749/exhibit_2.PNG) ![exhibit_3.PNG](https://archive.blender.org/developer/F13834748/exhibit_3.PNG)
Author

Added subscriber: @raja-ladman

Added subscriber: @raja-ladman
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Added subscriber: @CharlieJolly

Added subscriber: @CharlieJolly
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Added subscriber: @OmarEmaraDev

Added subscriber: @OmarEmaraDev
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Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'
Member

Does disabling GPU subdivision in Preferences > Viewport > Subdivision fix the issue?
Does this happen for EEVEE and Cycles or Cycles only?
Might be related to #96596.

Does disabling GPU subdivision in Preferences > Viewport > Subdivision fix the issue? Does this happen for EEVEE and Cycles or Cycles only? Might be related to #96596.
Author

I can confirm it does fix it, and the issue is in both engines

I can confirm it does fix it, and the issue is in both engines
Member

Can you also try the latest daily build? https://builder.blender.org/
The issue is supposed to be fixed in 3.3 due to 342e12d6d9 and 3e25561d51. Maybe it is a different issue then.

Can you also try the latest daily build? https://builder.blender.org/ The issue is supposed to be fixed in 3.3 due to 342e12d6d9 and 3e25561d51. Maybe it is a different issue then.
Author

I checked with the latest build but the issue still persists

I checked with the latest build but the issue still persists
Member

Changed status from 'Needs User Info' to: 'Needs Triage'

Changed status from 'Needs User Info' to: 'Needs Triage'

Added subscribers: @kevindietrich, @mano-wii

Added subscribers: @kevindietrich, @mano-wii

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

I can confirm the problem.
In fact it only happens with GPU Subdivision.
It is seen in both Eevee and Cycles.
Interesting that if you disable and re-enable the Armature modifier, the problem is worked around.

Cc. @kevindietrich.

I can confirm the problem. In fact it only happens with `GPU Subdivision`. It is seen in both Eevee and Cycles. Interesting that if you disable and re-enable the Armature modifier, the problem is worked around. Cc. @kevindietrich.
Member

Added subscriber: @EAW

Added subscriber: @EAW
Member

In #102215#1443357, @mano-wii wrote:
Interesting that if you disable and re-enable the Armature modifier, the problem is worked around.

I thought so at first as well, but then I noticed that the mesh wasn't actually subdivided in this state.

> In #102215#1443357, @mano-wii wrote: > Interesting that if you disable and re-enable the Armature modifier, the problem is worked around. I thought so at first as well, but then I noticed that the mesh wasn't actually subdivided in this state.
Philipp Oeser removed the
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Reference: blender/blender#102215
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